* fix: fix#796, reload assemblies after initial import
* Do not weave assemblies that aren't compiled yet
* Update CompilationFinishedHook.cs
* Update CompilationFinishedHook.cs
* Use SessionState instead of env variable
When using online scene and starting host mode, users were getting:
```
Closing connection: 0. Received message Mirror.SceneMessage that required authentication
```
* Component-based Authentication
* Capitalized IsAuthenticated
* Added isAuthenticated to NetworkConnection
* Removed activeAuthenticator as unnecessary
* Removed unnecessary using
* Added more comments
* Documentation
* Added cs to code blocks in doc
* fixed typo in doc
* Doc improvements
* Fixed another typo in doc
* Removed HideInInspector
* Updated doc and image
* Fixed comment
* Added inspector header and tooltips
* Fixed typo
* Add AuthenticationData object
* Add a bullet point in the doc about AuthenticationData
* Updated screenshot image
* Added HelpURL attribute
* Added Initializers for both Server and Client
* Fixed doc grammar and phrasing
* Forgot to add the ClientInitialize in StartHost
* Updated doc with info about the initializers
* Changed initializers from bool to void.
* Eliminated the abstract model and renamed to NetworkAuthenticator and made all methods virtual
* Fixed comment
* Fixed typo
* Doc cleanup
* Doc Cleanup
* authenticator RemoveAllListeners in StopServer and StopClient
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Changes requested by Vis
* reverted conflicting change
* Revert "reverted conflicting change"
This reverts commit f65870e073.
* UnityEditor.Undo.RecordObject
* made the name camelCase
* Added internal methods and On prefix to methods
* Reverted this change so it can be done in a separate PR
* Moved authenticator calls to after runInBackground
* Add built-in timeout feature
* Changed UnityEditor.Undo.RecordObject to use gameobject
* Convert to Abstract, add Basic Authenticator, update docs.
* Removed timeout, against my better judgement.
* Removed the rest of timeout, still against my better judgement
* Fixed event listener mappings
* Renamed and consolidated methods
* updated doc and image
* made OnClientAuthenticate and OnServerAuthenticate abstract
* Updated Debug log msgs
* changed to authenticator != null
* Renamed to NetworkAuthenticator
* Add profiler hooks
* Polish API a bit
Now if we want to add more fields, we can do so without
breaking profilers
* Provide documentation for the profiler data
* Use -1 channel until we implement this feature
* Use C# events instead of UnityEvent
* Simplify message info structure
* Renamed class
* Send -> OnSend
Receive -> OnReceive
* Update Assets/Mirror/Runtime/NetworkConnection.cs
* Update Assets/Mirror/Runtime/NetworkDiagnostics.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update NetworkDiagnostics.cs