Commit Graph

1121 Commits

Author SHA1 Message Date
MichalPetryka
981ba7c2b3 fix: ArraySegment<byte> work in Messages (#919)
Add ArraySegment<byte> tests and make them pass
2019-06-20 13:11:06 -05:00
Paul Pacheco
81fb419840 Syntax simplification 2019-06-20 08:33:39 -05:00
Paul Pacheco
493f9c20c6 Remove unnecesary using 2019-06-20 08:30:57 -05:00
Paul Pacheco
4ebebabf9c Remove unnecesary using 2019-06-20 08:30:37 -05:00
Paul Pacheco
ee5a3e946e remove unused field 2019-06-20 08:28:15 -05:00
Paul Pacheco
1a26c78059 Removed unused fields 2019-06-20 08:25:42 -05:00
Paul Pacheco
072a049bfa Add unit tests for array writer 2019-06-20 07:36:04 -05:00
Paul Pacheco
31b104d194 Order modifiers 2019-06-19 08:17:13 -05:00
Paul Pacheco
c8e18a1086 Made field readonly 2019-06-19 08:16:47 -05:00
Paul Pacheco
a2fc1f810b Removed unused parameter 2019-06-19 08:16:26 -05:00
Paul Pacheco
68bebf9d6b string comparison is culture independent 2019-06-19 08:14:13 -05:00
Paul Pacheco
c2aa934046 Class should be static 2019-06-19 08:11:20 -05:00
Paul Pacheco
4608b6f9a2 Remove unused parameters 2019-06-19 08:08:07 -05:00
Paul Pacheco
2b108f3f12 Remove unused parameters 2019-06-19 08:05:18 -05:00
vis2k
11750a9e7a
perf: Avoid allocation when reading message payload (#912)
* so far

* syntax

* add test

* more tests

* more tests

* convert messages

* use arraysegment in serialization and handle null case too
2019-06-19 14:11:17 +02:00
Paul Pacheco
dd758cac05 fix: don't convert null arrays to empty array (#913)
* fix: don't convert null arrays to empty array

* Add comments with generated code

* Document array reader

* Improve comments a little bit
2019-06-19 12:03:06 +02:00
vis2k
5ae379d6bb Make ReadBytesAndSize more readable 2019-06-18 19:17:32 +02:00
vis2k
ac5d52062c Rename new Write/Read segment functions to avoid redundant names with Write/ReadSegment that only writes the segment without the size 2019-06-18 19:12:43 +02:00
vis2k
18f035d268
perf: Networkreader nonalloc (#910)
* so far

* write and read strings

* move max to writer

* better

* readchar

* ReadDecimal

* improve ReadDecimal

* remove unused

* BENCHMARK

* add char test

* Update Assets/Mirror/Runtime/NetworkReader.cs

Co-Authored-By: Paul Pacheco <paulpach@gmail.com>

* remove unnecessary return

* simplify char

* reuse ReadByte

* arraysegment support

* fix test

* EndOfStreamException like before

* disable test

* remove test

* add benchmark

* reset scene changes

* read/write decimals without allocating

* remove unused test

* remove FloatConversion class. Use converters directly.

* less magic

* 2 longs instead of 4 ints

* sort

* fix comment

* update error

* update errors

* update error

* syntax

* syntax

* write checks size after getbytes

* syntax

* syntax

* ReadBytes array.copy directly

* adjust error message

* check passed buffer

* better

* better

* ReadString directly from buffer without using a separate stringBuffer

* fix typo

* fix comment
2019-06-18 17:00:27 +02:00
vis2k
535b4d40fa fix: Telepathy updated to latest version (IPv6 fix again) 2019-06-17 17:02:28 +02:00
Paul Pacheco
ff1a2346b4 perf: Optimize interest management (#899)
* perf: Optimize interest management

* Update NetworkIdentity.cs

* Update NetworkIdentity.cs

* Use explicit type

* Cache this set

* Update NetworkIdentity.cs
2019-06-17 16:16:36 +02:00
vis2k
2761ff23f4 fix: Telepathy updated to latest version: Correctly support IPv4 and IPv6 sockets 2019-06-17 10:42:56 +02:00
Paul Pacheco
70a532b5db perf: eliminate string concat during remote method calls (#908)
* perf: eliminate string concat during remote method calls

* perf: params causes an array allocation

* refactor: simpler method hash calculation

* Update NetworkBehaviour.cs
2019-06-17 10:00:51 +02:00
Paul Pacheco
1c18743788 perf: eliminate small allocation on remote calls (#907)
* perf: eliminate small allocation on remote calls

* Update NetworkBehaviour.cs
2019-06-17 09:57:56 +02:00
Paul Pacheco
8f6d4cb22e perf: eliminate boxing with lists (#901) 2019-06-17 09:54:43 +02:00
vis2k
cc6e4f696d fix: Updated Telepathy to latest version to fix IPAddress.Parse error for "localhost" 2019-06-16 11:08:28 +02:00
MichalPetryka
3eaaa773b3 feat: Implement IReadOnlyList<T> in SyncLists (#903) 2019-06-14 08:41:14 -05:00
Paul Pacheco
9d81d49add
refactor: determine element type inside GenerateArrayWriter and Reader (#902) 2019-06-14 07:56:27 -05:00
MichalPetryka
e5eecbff72 feat: support sending and receiving ArraySegment<byte> (#898)
Add ArraySegment<byte> support to the weaver
2019-06-13 09:03:54 -05:00
Paul Pacheco
954a3d594d feat: user friendly weaver error (#896) 2019-06-09 09:02:23 +02:00
vis2k
f39cdede98 Telepathy updated to latest version (IPv6 support) 2019-06-06 20:44:18 +02:00
gyststarblayze
3ec3d02362 fix: #840 by allowing Mirror to respect the forceHidden flag (#893)
* fix: #840 by allowing Mirror to respect the forceHidden flag on NetworkProximityChecker

* Update NetworkProximityChecker.cs
2019-06-06 08:39:35 +02:00
vis2k
9ff7feda9a NetworkTransform.DrawLineBetweenDataPoints actually uses the color parameter now 2019-06-04 10:56:38 +02:00
vis2k
36be83d6fd NetworkTransform: use local position and rotation for VR support. Fixes #779 2019-06-04 10:56:38 +02:00
vis2k
cb3d3dba72 Fix: TelepathyTransport.GetMaxPacketSize uses the new configurable max size 2019-06-04 10:07:24 +02:00
Alexander Seeck
fc181cb4ab ASMDEF for Examples (#850)
* updated readme

* added asmdefs

* removed wrong change
2019-05-29 16:41:14 +02:00
Tom KRIKORIAN
d65bdde956 Spawn objects in local space instead of world space for VR support (#875)
* Spawn objects in local space instead of world space

Allow games where world origin is different for each players (Augmented reality for example) to spawn objects at the right position in the scene.

* Update ClientScene.cs

* Update NetworkServer.cs
2019-05-29 16:25:15 +02:00
MichalPetryka
55b6167061 Rename types according to Microsofts naming (#882) 2019-05-25 08:33:43 -05:00
MichalPetryka
b0426f90d3 Set parent in initialize (#884) 2019-05-24 09:24:37 +02:00
MichalPetryka
42a8f2afab Remove conditional accesses on unity objects (#880) 2019-05-24 09:11:38 +02:00
Zac North
3c60b08762 fix(websocket): Remove send queues (they never worked) and SSL (temporarily) (#879) 2019-05-20 10:11:07 +02:00
vis2k
46eddc01ec fix: (again) Telepathy updated to latest version (Send SocketExceptions now disconnect the player too) 2019-05-15 10:23:52 +02:00
vis2k
98d3fb0c31 fix: Telepathy updated to latest version (Send SocketExceptions now disconnect the player too) 2019-05-14 13:40:23 +02:00
Tom KRIKORIAN
691583e844 fix(NetworkManager) : properly load scene on clients using new load parameters (#867)
* fix : properly load scene on clients using new load parameters

* revert change to ClientChangeScene to avoid conflict

* Simplified code for NetworkManager method ClientChangeScene
2019-05-07 17:49:28 +02:00
Coburn
6fd3fb4ca3 This fixes NetworkManager not switching to the correct server scene when onlineScene is not the same as offlineScene. 99.99% sure it'll fix issue #865 (#866) 2019-05-07 17:33:01 +02:00
Gabe Brown
6af979c967 Logging Improvements (#864) 2019-05-07 09:34:32 +02:00
MrGadget
e9f2f538ca Add channelId to Send Method (#862)
This is to achieve parity with NetworkConnection:

```cs
public virtual bool Send<T>(T msg, int channelId = Channels.DefaultReliable) where T: IMessageBase
{
    // pack message and send
    byte[] message = MessagePacker.Pack(msg);
    return SendBytes(message, channelId);
}
```
2019-05-06 18:46:24 +02:00
Paul Pacheco
d4595df2ca clear resharper error (#861) 2019-05-05 15:45:46 +02:00
vis2k
23e440bd0b fix #857: Revert "fix(websocket): Use a buffer for most WS messages in WebGL client resulting in 0 alloc for most messages (#848)"
This reverts commit 8967a20244.
2019-05-05 09:24:46 +02:00
Zac North
1dc45f5376 Fix missing semicolon in NetworkBehaviour.cs (#856) 2019-05-05 00:36:46 +02:00
uwee
d48a3757da feat(scene): Add support for scene loading params (#644)
* add scene and physics mode to SceneMessage

* Change variable names. Added comments. Changed type from struct to byte

* updated test to match

* added overrides to support scene params

* simplified param useage

* fixed types with proper casting

* forgot to add in Server side of code

* Update Assets/Mirror/Runtime/NetworkManager.cs

Co-Authored-By: uweenukr <uweenukr@gmail.com>

* Update Assets/Mirror/Runtime/NetworkManager.cs

Co-Authored-By: uweenukr <uweenukr@gmail.com>

* serialize as byte
2019-05-04 17:45:26 +02:00
Zac North
8967a20244 fix(websocket): Use a buffer for most WS messages in WebGL client resulting in 0 alloc for most messages (#848)
* fix(websocket): Use a buffer for most WS messages resulting in 0 alloc for most messages

* Use a configurable maximum message size

* Use the maximum message size on the server too

* Use <= instead of < for buffer.Length

* Show lengths in Exception message

Co-Authored-By: Katori <znorth@gmail.com>

* Show lengths in close message

Co-Authored-By: Katori <znorth@gmail.com>

* Allow messages of messagesize

Co-Authored-By: Katori <znorth@gmail.com>

* Allow messages of maxMessageSize

Co-Authored-By: Katori <znorth@gmail.com>

* Show message lengths in close message

Co-Authored-By: Katori <znorth@gmail.com>

* Don't initialize buffer if already done

Co-Authored-By: Katori <znorth@gmail.com>

* Always allocate buffer size on client construction

* Use a non-static buffer to avoid allocation issues
2019-05-04 12:08:23 +02:00
MichalPetryka
e22f527eef Fix ?? (#854)
* Fix ??

?? doesn't work on unitys objects

* Update NetworkBehaviour.cs
2019-05-04 11:30:45 +02:00
MrGadget
f618e17366 Avoid memory leak from cloned materials (#853) 2019-05-01 19:47:53 +02:00
MrGadget
a18ab9db8f
Update README.md
Revised information in case MainScene was inadvertently changed without proper setup.
2019-05-01 09:50:30 -04:00
vis2k
227cc62475 Telepathy updated to latest version (removed send header & payload allocations) 2019-04-29 14:18:31 +02:00
vis2k
30ee71a6f8 Telepathy updated to latest version (removed header allocations) 2019-04-29 12:58:47 +02:00
vis2k
77bee450b9 perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846)
perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846)
2019-04-28 21:08:19 +02:00
vis2k
6c4b34ba06 fix: ListServer Ping not found in WebGL 2019-04-28 20:49:20 +02:00
vis2k
e8a8e77016 Telepathy updated to latest version (Message converted to struct to minimize GC) 2019-04-28 13:36:28 +02:00
vis2k
1f07af0cae fix: Revert "refactor: consolidate prefab and spawn handlers (#817)" to fix a bug where if editor=host, build=client, we receive scene object not found when walking out of and back into an observer's range
This reverts commit b4c9c6fdc8.
2019-04-24 17:04:28 +02:00
vis2k
5480548ffa add comment 2019-04-24 13:11:36 +02:00
vis2k
f56507f2fc fix: Revert "NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks." to fix server-only bug not allowing movement on client, e.g. in uMMORPG
This reverts commit e8d9d852e3.
2019-04-24 13:08:10 +02:00
Zac North
0484a50e6d Use queue for Ping and Pong messages as well (#841) 2019-04-24 09:28:34 +02:00
Zac North
5aa7148c60 Use message queue instead of SemaphoreSlim - SemaphoreSlim was severely bottlenecking performance (#839) 2019-04-23 10:23:47 +02:00
Coburn
2695da4e2a LLAPI Transport not available on WSA/UWP (v2) (#838)
* LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with).

* v2 of the not allowing LLAPI Transport to be available on UWP/WSA games
2019-04-22 11:15:17 +02:00
Coburn
7058de2364 LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with). (#837) 2019-04-22 09:34:36 +02:00
vis2k
92a9903b0d Disable sceneid assignment message 2019-04-22 09:23:36 +02:00
Zac North
2d682b5fad fix(websocket): #829 fix InvalidOperationException with wss:// (#830)
* fix(wss): Use a queue on the server to avoid "InvalidOperationException: Invalid nested call."

* Remove unnecessary "private"

Co-Authored-By: Katori <znorth@gmail.com>

* Remove unnecessary "private"

Co-Authored-By: Katori <znorth@gmail.com>

* Update Server.cs

* comment: explain what is going on here

* comments:  better comment

* Move queue into WebSocketImplementation instead of Server-specific

* Remove unused variables in Server

* Use a SemaphoreSlim instead of queue system
2019-04-21 10:33:07 +02:00
vis2k
52625923b2
fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision (#832)
* fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision

* rename dlls

* change asmdef guid for conflict with hlapi

* rename assemblynames too

* fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess

* rename projects too
2019-04-20 21:01:10 +02:00
vis2k
203a823b19 fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess 2019-04-20 20:39:44 +02:00
vis2k
b20c0d91f7 syntax 2019-04-19 09:28:39 +02:00
MrGadget
bcd3424c0e refactor: Simplify GetStartPosition (#828)
* Simplify GetStartPosition

- Early out if startPositions.Count = 0
- Reduces the normal returns to single LOC each
- Only resets startPositionIndex if it reaches int.MaxValue
- Uses modulo and increment-after against count to pick round robin index
- Eliminates unnecessary last return that could never be reached

* Per Paul's request
2019-04-18 15:20:08 -05:00
MrGadget
8ebda0fa21 fix: Respect Player Prefab Position & Rotation (#825)
Respect Player Prefab Position & Rotation
2019-04-18 07:13:38 -05:00
vis2k
e8d9d852e3 NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks. 2019-04-17 23:04:52 +02:00
vis2k
aa4a91bcce remove whitespace 2019-04-17 22:42:56 +02:00
Paul Pacheco
b4c9c6fdc8 refactor: consolidate prefab and spawn handlers (#817) 2019-04-17 16:00:03 +02:00
vis2k
b5ff43ada3 feat: SyncList.FindIndex added (#823) 2019-04-17 06:18:23 -05:00
MichalPetryka
2327498b31 Remove vars (#819) 2019-04-16 12:38:48 +02:00
MichalPetryka
6eaea267d5 Remove useless out (#820) 2019-04-16 12:38:22 +02:00
MichalPetryka
3b5fa051c1 Inline out (#818) 2019-04-16 12:38:01 +02:00
vis2k
3452915a4e NetworkConnection.TransportReceive: don't try to invoke if unpacking failed. 2019-04-15 15:08:55 +02:00
Paul Pacheco
1352334747 fix: non ready connections should not observe objects 2019-04-15 07:32:41 -05:00
Paul Pacheco
e69c0976a2 refactor: Simplify nested if 2019-04-15 06:30:41 -05:00
Paul Pacheco
97f8bf6b26 refactor: use null propagation operator 2019-04-14 11:04:23 -05:00
Paul Pacheco
af0f79be14 refactor: removed unreachable if 2019-04-14 10:17:29 -05:00
Paul Pacheco
7417b68671 fix: check event prefix 2019-04-14 10:06:36 -05:00
Paul Pacheco
2598389036 refactor: use null propagation operator 2019-04-14 07:58:53 -05:00
MichalPetryka
fea09a6b74 Improve SceneID generation via RNGCryptoServiceProvider (#812)
* Improve SceneID generation

* Update NetworkIdentity.cs
2019-04-14 14:17:25 +02:00
vis2k
b9247a78b6 out syntax 2019-04-14 12:43:05 +02:00
vis2k
f3f0ef299e clear sceneid if it was a duplicate 2019-04-14 12:40:16 +02:00
vis2k
3ebd4981a4 only use generated sceneId if not duplicate 2019-04-14 12:39:48 +02:00
MrGadget
705194023c Remove all "private" (#807) 2019-04-14 09:43:03 +02:00
MrGadget
08cc3236a1 Fix Additive Example Scene Lighting (#808) 2019-04-13 21:41:46 +02:00
c6burns
3a50ca6352 fix: added new read/write symbol params (#806)
fix: added new read/write symbol params
2019-04-12 16:00:46 -05:00
vis2k
27b7e250a0 perf: OnDeserializeSafely without GC (#804) 2019-04-12 08:38:23 -05:00
vis2k
19a9995501 remove whitespace 2019-04-12 15:31:05 +02:00
vis2k
a82367b2c6 remove caching to keep it simple for now 2019-04-12 11:57:47 +02:00
vis2k
80d72c804d remove empty whitespace 2019-04-12 11:55:22 +02:00
vis2k
7e79dfad38 disable 'Weaving succeeded' message now that everything works 2019-04-12 11:55:09 +02:00
c6burns
3ba546e133 fix: #791 corrected assembly paths passed to weaver (#803)
* fixed incorrect assembly paths

* Update CompilationFinishedHook.cs
2019-04-12 11:52:35 +02:00
vis2k
2eb247a6d2 Cecil StackOverflow fix without breaking API (https://github.com/vis2k/cecil/commits/TypeReference_Resolve_StackOverFlow_Fix) 2019-04-12 11:23:44 +02:00
vis2k
0f1522229e remove empty whitespace 2019-04-11 22:09:25 +02:00
vis2k
eb4b2f40c5 Weaver.ImportCorLibType: avoid MixIn exception when calling ImportReference with a null type. Log the type that we failed to resolve instead. 2019-04-11 22:09:14 +02:00
vis2k
286983a8f8 Fix StackOverflowException for NetStandard in Mono.Cecil by using https://github.com/vis2k/cecil/tree/TypeReference_Resolve_StackOverFlow_Fix 2019-04-11 21:57:14 +02:00
vis2k
9f67b4761f Rebuild Cecil 0.10.3 DLLs from scratch via net4_0_Release mode 2019-04-11 20:10:43 +02:00
c6burns
9d4b96975e minimum changeset for cecil 0.10.3 (#795)
* added fixes for cecil 0.10.3

* added missing meta

* fix typo'd asmresolver

* accept paul's suggestion, on behalf of c6

Co-Authored-By: rodolphito <rodol@rivalrebels.com>
2019-04-11 19:59:37 +02:00
vis2k
ec5ceb1149 update CompilationFinishedHook comment about cecil bug 2019-04-11 18:52:41 +02:00
Chris Langsenkamp
d46334d2eb Add meta files for dummies 2019-04-11 11:22:40 -05:00
MrGadget
534a5a5834 Dummy NetworkAnimatorEditor 2019-04-11 07:22:01 -05:00
MrGadget
1dfd2dad6e Dummy SyncListInitializer.cs 2019-04-11 07:21:44 -05:00
MrGadget
75e4f159e5 fix: Dummy file for SyncListStructProcessor.cs (#798)
Dummy file for SyncListStructProcessor.cs to avoid breaking compilation
2019-04-11 06:55:35 -05:00
MrGadget
b7e94d9e5a
Fixed typo 2019-04-11 07:44:41 -04:00
vis2k
bdbbed8b9d
Remove OwnerMessage to fix a bug where isLocalPlayer isn't reliable when checking it in Start() because OwnerMessage was received after SpawnFinished message (#793) 2019-04-11 00:01:31 +02:00
Paul Pacheco
97e9ac2483 perf: Reduce enum bandwidth (#794)
enums are serialized according to their size.
if enum extend byte,  they use 1 byte
if enum extend short, they use 2 bytes
if enum extend int,  they are varinted
if enum extend long, they are varinted

So on average,  most enums will take 1 byte.   Previously they always required 4 bytes
2019-04-11 00:01:09 +02:00
Paul Pacheco
f00c8e5e62 refactor: simplify enum logic a bit 2019-04-10 16:21:21 -05:00
Paul Pacheco
7b57830e6c fix: #791 stack overflow in the weaver (#792)
remove unnecessary manual dispose calls in weaver
2019-04-10 16:58:49 +02:00
vis2k
5c850aa9ca fix: workaround for #791 2019-04-10 16:03:37 +02:00
MrGadget
531e202bbe fix: Round Robin Spawning by Hierarchy Order (#790)
Fixes #724
2019-04-10 12:34:14 +02:00
rodolphito
f46f32df55 Hide this obsoleted thing (#786) 2019-04-09 23:38:16 +02:00
MrGadget
69cb0389b0 Fixed ListServer example (#785)
Added EditorBrowsable(EditorBrowsableState.Never)
2019-04-09 22:02:15 +02:00
MrGadget
fd292e21bc Obsoleted IsHeadless
IsHeadless() was just added in Feb. 2019, so I wouldn't expect wide usage so quickly, but since there have been 3 asset store publishes since then, it should be obsoleted for a bit.

Also made it `isHeadless` camelCase now that it's a property, which made obsoleting it possible.
2019-04-09 10:41:59 -05:00
MrGadget
e33581fa90 Simplify IsHeadless (#782) 2019-04-09 14:56:21 +02:00
Paul Pacheco
4644bc4b77 fix: Don't set framerate in host mode 2019-04-09 05:50:02 -05:00
vis2k
a2cc14bd20 fix: update NetworkIdentityEditor FindProperty to renamed variables 2019-04-09 11:40:59 +02:00
rodolphito
9d064c8013 These methods arent used, they should be commented along with the other error generator parts. (#764)
* These methods arent used, they should be commented along with the other error generator parts.

* Delete the comment
2019-04-09 10:01:57 +02:00
rodolphito
959be9338a These should have been obsoleted with Paul's Message<T> PR (#754)
* These should have been obsoleted with Paul's Message<T> PR

* Do what vis says
2019-04-09 10:01:05 +02:00
rodolphito
cc3b4aaa6d Simplify NetworkIdentity (#752)
* Simplify NetworkIdentity

* style: variable in separate line

Most of the code keeps the variables and attributes in separate lines.
2019-04-09 10:00:39 +02:00
rodolphito
7762158585 This should be readonly (#778) 2019-04-09 09:59:57 +02:00
rodolphito
07e355a3a3 Renamed networkBehaviours to networkBehavioursCache to reduce confusion (#780) 2019-04-09 09:56:28 +02:00
rodolphito
68433660ca Make Weaver variable naming consistent (#781)
* Rename netViewTmp

* Rename UBehaviourIsServer

* Better name for IsServer
2019-04-09 09:55:56 +02:00
Rodol Phito
98d6e667b0 Added string binary compat test 2019-04-08 17:04:12 -05:00
Rodol Phito
dc0e07a851 Added string truncation test. 2019-04-08 17:04:12 -05:00
rodolphito
ca96e2a03f Fix issue 763 by only catching while message decoding, and not during handling. (#767) 2019-04-08 15:53:45 +02:00
Paul Pacheco
fff765c96b perf: use bitshift operations instead of division in varint 2019-04-08 06:18:56 -05:00
rodolphito
f0a8b5dea8 feat(telepathy): Split MaxMessageSize to allow setting a different value for client and server (#749)
* Split MaxMessageSize to allow setting a different value for client and server

* Rename fields to follow naming conventions, use using System;.
2019-04-08 09:53:46 +02:00
rodolphito
e8cae28258 This method isnt actually used anywhere. (#674) 2019-04-08 09:52:29 +02:00
vis2k
09a965e5bc
NetworkServer.SpawnObserversForConnection: remove redundant code with local client check. Local client ignores the spawn messages anyway. (#735) 2019-04-08 09:50:59 +02:00
rodolphito
7775801625 Follow naming conventions in NetworkBehaviour m_NetIdentity (#760)
* Follow naming conventions in NetworkBehaviour m_NetIdentity

* Use underscore prefix as per vis' suggestion

* renamed to netIdentityCache
2019-04-08 09:42:47 +02:00
rodolphito
1d3b3fcca9 Remove old comment (#771) 2019-04-08 09:18:14 +02:00
rodolphito
59a041810f Add float binary compatibility tests to NetworkWriter, add tolerance threshold to Ray normal test. (#772) 2019-04-08 09:15:29 +02:00
Rodol Phito
4f21275a51 Added one more test to ensure theres no initial garbage when setting length 2019-04-07 20:44:58 -05:00
Rodol Phito
09089f166d Added another clearer SetLength test, just in case. 2019-04-07 20:44:58 -05:00
Rodol Phito
63a14afdec Test that SetLength and Position work as expected 2019-04-07 20:44:58 -05:00
rodolphito
72e4e55778 fix: Added WriteBytesAndSize tests, and fixed the function to be pedantic. (#773) 2019-04-07 20:11:41 -05:00
rodolphito
99c8f5c356 fix(serialization): Added NetworkWriter tests, found and fixed a bug in Write(Ray). (#769) 2019-04-07 16:10:17 -05:00
Paul Pacheco
03c767db6a fix: Mark weaver as failed if serializing invalid type 2019-04-07 15:45:09 -05:00
rodolphito
f310c61405 tests: Add Endianness testing to NetworkWriter. (#768) 2019-04-07 15:17:35 -05:00
rodolphito
269c05bbf6 Updated debug messages in NetworkClient (#761) 2019-04-07 21:50:07 +02:00
MrGadget
3846e2f904 Fixed Lobby (#765) 2019-04-07 21:48:17 +02:00
vis2k
95d74bae60 remove outdated comment 2019-04-07 19:03:49 +02:00
rodolphito
b7ae7f006c Simplify network connection clientOwnedObjects (#758)
* Simplify network connection clientOwnedObjects

* Whoops, missed this null check in NetworkServer. Thanks vis
2019-04-07 18:57:38 +02:00
Paul Pacheco
146988a6bb style: remove blank lines 2019-04-07 11:49:25 -05:00
Paul Pacheco
6525dba77f Remove resolved TODO 2019-04-07 11:47:52 -05:00
Paul Pacheco
077be58584 refactor: move SetupWriteFuctions to Writers 2019-04-07 11:44:43 -05:00
rodolphito
765c87e80c Promote the Warning to an Error, because thats how it was before. Move it above the disconnect, in case Disconnect throws. (#756) 2019-04-07 18:41:01 +02:00
rodolphito
ecccb88be5 Follow naming conventions in NetworkBehaviour (#759) 2019-04-07 18:39:54 +02:00
rodolphito
f07ad218e0 This should have been readonly from day 1 too (#757) 2019-04-07 18:37:41 +02:00
Paul Pacheco
e01b5e4c7d refactor: Move SetupReaders in Readers class 2019-04-07 11:35:38 -05:00
Paul Pacheco
53b3f435a3 refactor: Move readerFunc to readers class 2019-04-07 11:24:13 -05:00
Paul Pacheco
bf6278a28b refactor: Move writerFuncs inside Writers.cs 2019-04-07 11:18:32 -05:00
Paul Pacheco
b3ee67ee28 refactor: remove unnecesary function 2019-04-07 11:10:28 -05:00
Paul Pacheco
b3b2673e09 refactor: remove unnecesary caches 2019-04-07 11:05:57 -05:00
MrGadget
48b155f785
Update LocalClient.cs
Corrected version
2019-04-07 04:44:10 -04:00
rodolphito
d3e3cb6a54 This should have been readonly from day 1 (#751) 2019-04-07 01:20:55 +02:00
rodolphito
f99466fa88 Remove a bunch of internals, it can be private. (#748) 2019-04-07 00:28:07 +02:00
c6burns
53be9b6d99 fix(weaver): fix #706 find system dlls (#729)
* added asmresolver back in

* disambiguate Assembly symbol

* add cache for pipeline asms

* add back precomp refs from pipeline
2019-04-06 22:02:14 +02:00
Paul Pacheco
d3baeeeec3 refactor: simplify writer/reader function lookup 2019-04-06 13:10:01 -05:00
Paul Pacheco
209a59fe73 refactor: make method private 2019-04-06 13:06:02 -05:00
Paul Pacheco
420fef509f
refactor: Move reader and writer generation to separate classes (#746)
* refactor: Move writer generation to a separate class

* refactor: Move reader generation out of weaver.cs

* refactor: Rename struct code generation functions
2019-04-06 12:53:39 -05:00
Paul Pacheco
b024362c29 refactor: simplify syncobject initialization 2019-04-06 09:12:17 -05:00
Paul Pacheco
06bbf6c3ab style: use explicit variable types 2019-04-06 08:59:35 -05:00
Paul Pacheco
4aa6b34d90 style: indent for readability 2019-04-06 08:55:34 -05:00
Paul Pacheco
cf9f12d012 refactor: follow naming conventions 2019-04-06 08:46:31 -05:00
Paul Pacheco
5dee4e0c92 refactor: Reduce ProcessMethods cognitive complexity 2019-04-06 08:37:56 -05:00
Paul Pacheco
5a8e42028c refactor: follow naming convention 2019-04-06 08:22:56 -05:00
Paul Pacheco
683ada6bd1 refactor: remove unused parameter 2019-04-06 08:21:38 -05:00
Paul Pacheco
81c9644a07 style: use explicit type 2019-04-06 08:19:34 -05:00
Paul Pacheco
34f308430b style: Make class static 2019-04-06 08:19:13 -05:00
Paul Pacheco
c77bd5c59d style: Make class static 2019-04-06 08:18:35 -05:00
Paul Pacheco
b705b67b39 style: use explicit type 2019-04-06 08:18:04 -05:00
Paul Pacheco
7e50ceaa73 style: use explicit type 2019-04-06 08:17:19 -05:00
Paul Pacheco
0b64616aa7 style: use explicit type 2019-04-06 08:14:56 -05:00
Paul Pacheco
12aa61a00d style: use explicit type 2019-04-06 08:14:21 -05:00
Paul Pacheco
02bf5a5cf6 style: use explicit type 2019-04-06 08:13:55 -05:00
Paul Pacheco
017b5203c0 refactor: Remove unused nop 2019-04-06 08:13:37 -05:00
Paul Pacheco
0fb0c3671b style: use explicit type 2019-04-06 08:12:33 -05:00
Paul Pacheco
9e6523e3fb inline variable declaration 2019-04-06 08:12:11 -05:00
Paul Pacheco
da4e9df534 style: use compound assignment 2019-04-06 08:11:33 -05:00
Paul Pacheco
744910598d style: use explicit type 2019-04-06 08:11:01 -05:00
Paul Pacheco
a95c796407 style: use explicit type 2019-04-06 08:10:19 -05:00
Paul Pacheco
15bef0bf47 refactor: remove unused nop 2019-04-06 08:09:41 -05:00
Paul Pacheco
f3a0c5763e refactor: Remove unused parameters 2019-04-06 08:08:18 -05:00
Paul Pacheco
b7b827cebe refactor: Remove unused parameters 2019-04-06 08:02:50 -05:00
Paul Pacheco
d563ec7a5c refactor: Remove unused parameter 2019-04-06 07:59:27 -05:00
Paul Pacheco
c466be0f85 style: naming conventions 2019-04-06 07:53:14 -05:00
Paul Pacheco
cadb0cc51c style: naming conventions 2019-04-06 07:50:58 -05:00
Paul Pacheco
aa75387d60 refactor: made fields readonly 2019-04-06 07:45:02 -05:00
Paul Pacheco
a302c180d3 refactor: naming convention 2019-04-06 07:43:55 -05:00
Paul Pacheco
adb16921c8 style: naming convention 2019-04-06 07:41:57 -05:00
Paul Pacheco
76392a3a4e refactor: keep consistent namespace 2019-04-06 07:33:47 -05:00
Paul Pacheco
3a7646bab7 refactor: simplify switch 2019-04-06 07:16:36 -05:00
Paul Pacheco
0e285a5645 style: use simplest function available 2019-04-06 07:05:31 -05:00
Paul Pacheco
87e962b52b style: 2 lines if 2019-04-06 07:01:48 -05:00
Paul Pacheco
eb1654f26e style: naming convention 2019-04-06 06:56:16 -05:00
Paul Pacheco
314dde7d40 style: naming convention 2019-04-06 06:53:57 -05:00
Paul Pacheco
e8679a0562 refactor: remove pointless if 2019-04-06 06:51:37 -05:00
vis2k
b202473bcf syntax 2019-04-06 13:33:38 +02:00
vis2k
9d2682eb2a NetworkServer.SetupLocalPlayerForConnection: removed unused variable 2019-04-06 13:33:18 +02:00
vis2k
512c7ff521 NetworkManager.OnServerConnectInternal: simplify code 2019-04-06 13:18:21 +02:00
vis2k
c5236f5504 ClientScene.DestroyAllClientObjects is now called from ClientScene.Shutdown so that the NetworkManager doesn't have to worry about it 2019-04-06 13:13:32 +02:00
vis2k
a9a2afd06e
Remove NetworkManager.address because it seems pointless (#744) 2019-04-06 13:03:25 +02:00
vis2k
dfd729850e NetworkIdentity.ClearObservers: simplify code 2019-04-06 12:43:22 +02:00
vis2k
dac128f036 NetworkIdentity.SetLocalPlayer: use foreach 2019-04-06 12:42:30 +02:00
vis2k
1ad3b120b6 NetworkIdentity.OnUpdateVars: reuse NetworkBehaviours which already calls GetComponents if not initialized yet 2019-04-06 12:40:46 +02:00
vis2k
242cf9f1d2 NetworkIdentity.OnStartClient: fix log message 2019-04-06 12:36:44 +02:00
vis2k
9e8dc924de NetworkClient.RegisterHandler: remove unnecessary ToString 2019-04-06 12:32:11 +02:00
vis2k
c6fffc6505 add empty line 2019-04-06 12:20:58 +02:00
vis2k
54a24d7bda ClientScene.AddPlayer: use proper variable name 2019-04-06 12:09:52 +02:00
vis2k
ef14026be4 ClientScene.RemovePlayer: shorter code 2019-04-06 12:09:00 +02:00
vis2k
fb716df129 fix: NetworkClient.Shutdown calls ClientScene.Shutdown again to properly clean up client scene. ClientScene only cleans up itself without touching transport or NetworkIdentities (fixes the bug where the player object wouldn't be destroyed after calling StopClient) 2019-04-06 12:03:57 +02:00
MrGadget
c691c07d96 Added EditorBrowsable(EditorBrowsableState.Never) to Obsoletes (#741) 2019-04-06 10:43:14 +02:00
rodolphito
333bbb062a A gift for vis. (#742) 2019-04-06 10:42:52 +02:00
rodolphito
9d0cf977f9 Use checked() syntax to throw on overflow (#740)
* Use checked() syntax to throw on overflow

* Expect exceptions in the tests. Tests pass now.
2019-04-05 19:49:49 -05:00
rodolphito
b995a98743 Fixed NetworkReader tests, everything passes now. Also sneaked in two more tests for 0-length byte arrays because the conventional test didnt apply to them, since they didnt throw when there wasnt any data for them. Also made NetworkReader throw when it can't satisfy a request to read bytes past EOS. (#739) 2019-04-05 18:37:13 -05:00
rodolphito
f64e127378 Add tests for buffer overrun, raising the bar on NetworkReader. (#734) 2019-04-06 00:20:04 +02:00
vis2k
bd9d7b9fd6 NetworkReader.ReadString throws exception again 2019-04-06 00:18:55 +02:00
vis2k
cc16df72cc Transport.TransportReceive catches exceptions and disconnects the connection after invalid data was received. (#737) 2019-04-06 00:17:45 +02:00
vis2k
7d2c5e5b0e remove empty whitespace 2019-04-05 23:48:18 +02:00
vis2k
64ed66edbe NetworkServer.InternalSetClientNotReady moved into SetClientNotReady because it can't be overwritten anymore anyway 2019-04-05 22:00:58 +02:00
vis2k
7b550fdf4b NetworkServer.SetAllClientsNotReady: simplify code 2019-04-05 22:00:15 +02:00
vis2k
a526c39228 NetworkServer.InternalReplacePlayerForConnection: rename 'playerGameObject' to 'player' for consistency with AddPlayerForConnection 2019-04-05 21:57:36 +02:00
vis2k
e27ebf65bb NetworkServer.InternalReplacePlayerForConnection: rename 'playerNetworkIdentity' to 'identity' for consistency with AddPlayerForConnection 2019-04-05 21:56:54 +02:00
vis2k
a3e9fbb5bd NetworkServer.DisconnectAllConnections: simplify code 2019-04-05 21:53:24 +02:00
vis2k
a574b181bb remove empty line 2019-04-05 21:45:01 +02:00
vis2k
fa64fa077f NetworkServer: move UpdateServerObjects into Update 2019-04-05 21:43:17 +02:00
vis2k
2048addde4 NetworkClient.RegisterSystemHandlers: add comments 2019-04-05 21:33:02 +02:00
vis2k
a7e0b2c728 Add LocalClient.cs generated meta file 2019-04-05 20:23:39 +02:00
MrGadget
355585f1fc
Fixed Typo 2019-04-05 14:21:50 -04:00
MrGadget
fdb81ca2b2 Add LocalClient.cs Dummy for Asset Store (#733)
This file should ship with 1.7 to the Asset Store, and can be removed when 1.8 is ready to publish to the store in a May 2019.
2019-04-05 20:14:02 +02:00
rodolphito
95baed5e83 Add tests for strange floats, doubles, and decimals (#732) 2019-04-05 20:13:19 +02:00
vis2k
de0b9b5789 NetworkClient.active reads from .connectState so we don't have redundant states. 2019-04-05 20:11:22 +02:00
rodolphito
04370e56c0 Add more test cases to string read/write. (#731) 2019-04-05 19:52:39 +02:00
rodolphito
015d0d508e fix: Potential DOS attack on server by sending packed ulongs when packed uints are expected. (#730)
* fix: Potential DOS attack on server by sending packed ulongs when packed uints are expected.

* Update NetworkReader.cs
2019-04-05 19:52:00 +02:00
rodolphito
3cee3abc48 fix: Potential DOS attack by sending invalid UTF8 byte sequences (#727)
* fix: Potential DOS attack by sending invalid UTF8 byte sequences

* Added test case for invalid UTF8 bytes
2019-04-05 19:47:37 +02:00
rodolphito
0d2f64228c Added Unicode Strings test (#728) 2019-04-05 18:12:28 +02:00
vis2k
fdd35bc840 List Server Example: read IP from bytes again after list server IPv6 bug was fixed 2019-04-05 11:26:31 +02:00
rodolphito
4ee787b0eb What even is m_td? Rename it to something that can actually be read. (#709) 2019-04-05 09:59:45 +02:00
rodolphito
5f63256cd1 We can hide this better by using this attribute (#725) 2019-04-05 09:59:25 +02:00
vis2k
ee2ace8e42 fix: #652 OnPostProcessScene includes disabled NetworkIdentities in scene 2019-04-04 18:41:42 +02:00
MichalPetryka
8caf299f4a Whitespace and encoding normalization (#722) 2019-04-04 18:20:13 +02:00
rodolphito
7948961e14 Simplified code in NetworkConnection. (#717) 2019-04-04 18:17:44 +02:00
vis2k
62e28bdc46 List Server Example: IP as string again for easier IPv6 support 2019-04-04 17:08:44 +02:00
vis2k
11f34ef90f List Server Example: update comments 2019-04-04 17:08:44 +02:00
vis2k
b329bc4e8a List Server Example: improve comment log message 2019-04-04 17:08:44 +02:00
vis2k
bfe27ffadf List Server Example: read/write title as UTF8 encoded bytes with length prefix 2019-04-04 17:08:44 +02:00
vis2k
5226ed64de List Server Example: warn gameserver if it tries to send a too big message which would be rejected by List Server 2019-04-04 17:08:44 +02:00
vis2k
401455197f List Server Example: read player, capacity before title 2019-04-04 17:08:44 +02:00
vis2k
33c8d5685f add comment 2019-04-04 17:08:44 +02:00
vis2k
02fd8d3e8c List Server Example: parse IP from bytes because the list server sends it as bytes now. 2019-04-04 17:08:44 +02:00
rodolphito
699a261e91 fix: weaver Cmd/Rpc/Target prefix check is no longer trash (#707)
* fix: weaver Cmd prefix check should not allow methods with names shorter than 3 characters.

* fix: weaver Rpc prefix check should not allow methods with names shorter than 3 characters.

* fix: weaver Target prefix check should not allow methods with names shorter than 6 characters.

* Update Assets/Mirror/Editor/Weaver/Processors/CommandProcessor.cs

Co-Authored-By: rodolphito <rodol@rivalrebels.com>

* Update Assets/Mirror/Editor/Weaver/Processors/TargetRpcProcessor.cs

Co-Authored-By: rodolphito <rodol@rivalrebels.com>

* Update Assets/Mirror/Editor/Weaver/Processors/RpcProcessor.cs

Co-Authored-By: rodolphito <rodol@rivalrebels.com>
2019-04-04 05:45:21 -05:00
vis2k
5994f0f207 List Server Example: show status indicator for client to list server connection 2019-04-04 10:08:58 +02:00
rodolphito
22d237505c Renamed m_MessageHandlers to messageHandlers (#708) 2019-04-04 09:50:02 +02:00
rodolphito
cdeed8b558 Remove prefixes in NetworkAnimator. (#710) 2019-04-04 09:48:52 +02:00
rodolphito
77e5de7352 Renamed m_VisUpdateTime lastUpdateTime (#711) 2019-04-04 09:48:28 +02:00
rodolphito
a5ead70961 Rename s_NextNetworkId to nextNetworkId (#712) 2019-04-04 09:47:51 +02:00
rodolphito
13679887f4 Renamed m_CmdHandlerDelegates to cmdHandlerDelegates (#713) 2019-04-04 09:47:37 +02:00
rodolphito
382e125146 Removed s_ prefixes in NetworkManager (#714) 2019-04-04 09:47:12 +02:00
rodolphito
46841cdd3f Remove k_ prefixes in weaver (#715)
* Rename k_CmdPrefix to CmdPrefix

* Rename k_RpcPrefix to RpcPrefix

* Rename k_TargetRpcPrefix to TargetRpcPrefix
2019-04-04 09:46:49 +02:00
rodolphito
df132b6893 Inlined an internal method call. (#716) 2019-04-04 09:46:19 +02:00
vis2k
e9717d87ad Syntax 2019-04-03 16:05:45 +02:00
vis2k
370f66b9b4 List Server Example: add connected/disconnected log messages 2019-04-03 16:05:16 +02:00
vis2k
c617ffd61c List Server Example: improve log messages 2019-04-03 16:05:03 +02:00
Paul Pacheco
053949b7d2 fix(weaver): #696 detect .mystruct = new MyStruct() changes with syncvars (#702)
* clearing struct should set dirty bit

This reproduces issue #696

using .mystruct = default uses initobj instead of stfld, so the weaver misses it

* refactor: use index for so that we can insert instructions

* refactor: rename test

* fix: #696 use generated setter for .mystruct = new MyStruct()

* Update PropertySiteProcessor.cs

* Update PropertySiteProcessor.cs
2019-04-03 13:59:37 +02:00
vis2k
5b30a94923
Merge pull request #705 from vis2k/MrGadget1024-patch-2
fix: Lobby Remove button not showing for P1 when Server Only
2019-04-03 13:37:16 +02:00
Paul Pacheco
e7c98af6eb Obsolete non generic InvokeHandler 2019-04-03 06:27:46 -05:00
MrGadget
377c47ce74
fix: Lobby Remove button not showing for P1 when Server Only 2019-04-03 00:16:23 -04:00
Paul Pacheco
040bcb45ad
feat: SyncList now supports any IList implementation (#704) 2019-04-02 21:39:19 -05:00
Paul Pacheco
2683572fb4
feat: SyncDictionary can now be used for any IDictionary (#703) 2019-04-02 21:26:24 -05:00
vis2k
0c1d5001ba
Merge pull request #701 from Katori/DontDeletePDB
fix(Weaver): Don't delete the PDB after Weaving
2019-04-02 23:51:13 +02:00
Zac North
c78120eca2 Don't delete the PDB, what were they thinking? 2019-04-02 14:28:56 -04:00
vis2k
8dc0c73d77
Merge pull request #695 from MrGadget1024/Additive-Scene-Example
Additive Scenes Example
2019-04-02 17:08:28 +02:00
vis2k
e1b4b181c4 NetworkIdentity.RebuildObservers: change "Observer is not ready for: ..." warning to debug log, because it would constantly be spammed if a connection disconnects and we keep the player in the game for a while before disconnecting. E.g. if NetworkManager.OnServerDestroy delays the disconnect to avoid a player from fleeing combat. 2019-04-02 12:24:36 +02:00
vis2k
9c8211e573 NetworkServer.OnDisconnected: remove "Player not destroyed when connection disconnected." warning. This warning would be shown if a NetworkManager's OnServerDisconnect function wouldn't remove the player immediately, which is completely normal in most online games where the server delays a disconnect if the player was recently in combat - which would then show this warning every single time. OnServerDisconnect removes the player controller anyway, so there is no need for this warning at all. 2019-04-02 12:11:26 +02:00
Paul Pacheco
c58cf884d4 test: Test that setting syncvar sets dirty bits 2019-04-02 03:45:29 -05:00
Paul Pacheco
2ca80e1a90 refactor: move property site processor into a separate class 2019-04-02 03:16:50 -05:00
Paul Pacheco
ac697a454b style: C#7 syntax 2019-04-02 02:32:29 -05:00
Paul Pacheco
312c0fcf5d style: C# 7 code style 2019-04-02 02:27:11 -05:00
Paul Pacheco
9d54bf7bb1 style: naming convention 2019-04-02 02:26:01 -05:00
Chris Langsenkamp
297b671766 Renamed script to AdditiveNetworkManager 2019-04-01 19:18:15 -04:00
Chris Langsenkamp
2c0fa42568 Made Lobby player controller more similar to Additive player controller, per request. 2019-04-01 13:55:34 -04:00
Chris Langsenkamp
dc8f9b462a Code changes as requested 2019-04-01 13:54:15 -04:00
vis2k
ab44ac8f8b fix: #692 by always adding connectionToClient when rebuilding observers 2019-04-01 17:19:47 +02:00
vis2k
8f3c8edd86 RebuildObservers: add comments 2019-04-01 17:09:11 +02:00
vis2k
512e904ec0 RebuildObservers: order hashset syntax more logically 2019-04-01 17:01:44 +02:00
Chris Langsenkamp
32d6c19e5f Initial Publish 2019-03-31 22:07:37 -04:00
Paul Pacheco
ee9c737bda feat: allow users to detect mirror version 3 2019-03-31 13:27:03 -05:00
Paul Pacheco
e75d4b29dd style: remove redundant methods 2019-03-31 11:30:30 -05:00
vis2k
b876e256eb
Merge pull request #689 from paulpach/zigzag
perf: Implement zigzag algorithm so negatives pack efficiently
2019-03-31 14:25:35 +02:00
Paul Pacheco
5f1ef4ab1f perf: Pack small 64 bit negatives efficiently 2019-03-31 07:16:57 -05:00