* replacing paragraph on return with is dirty
the return value is not currently used in mirror
OnSerialize is currently only called when IsDrity is true
* Update doc/Guides/Sync/index.md
Co-authored-by: MrGadget <chris@clevertech.net>
* adding virtual function for Players not ready
* moving function calls to property
* making if check easier to read
* setting field
* making field private
* removed blank line
* Added override to template
* doc: Updated ChangeLog
Co-authored-by: Chris Langsenkamp <chris@clevertech.net>
* Moving code that draws the log levels to its own class
this allows other scripts to use the same code to draw the log levels
* adding LogSettings to store the log levels
* adding GUI method to create LogSettings
* Creating Editor for LogSettings that uses LogLevelsGUI
* adding helper to find Existing LogSettings
* Adding field to LogLevelWindow to use LogSettings
* Adding LogSettings to drawer and save on changed check
* fixing field default value of null so that c# compiler doesnt complain
* loading existing settings into LogFactory when the editor starts
* component to load log settings in a build
* changing namespace
* Moving logging scripts to subfolder
* NetworkLogSettings editor
Makes the component use the same gui as the Window and ScriptableObject
* Making NetworkLogSettings find existing settings on Reset
reset is called when component is added
* adding attributes
* adding docs
* adding icon
* doc.
* documentation and images
* fixing image extension
* Update Assets/Mirror/Runtime/Logging/EditorLogSettingsLoader.cs
Co-authored-by: vis2k <info@noobtuts.com>
Co-authored-by: vis2k <info@noobtuts.com>
* feat: Disconnect Dead Clients
* Moved code to NetworkConnectionToClient
* Fixed type
* WIP
* Trying to solve the mystery of the Host
* Updated Example
* fixed comment whitespace
* Final Cleanup and Unit Test
* Removed extra warning
* Reverted change to scene file
* Changed to Play test, still not working
* Added NetworkServer.Update time loop
* Removed commented code
* fixed comment
* Filled in ServerDisconnect so it behaves as expected.
* fixed comment
* Renamed to bool IsClientAlive
* Should be greater than
* Added override that shouldn't be necessary.
* changed asserts per Paul
* Flipped < back
* Shortened test time
* Corrected comment
* Lost the 1
* Updated NetworkServerTest
* Update Assets/Mirror/Tests/Runtime/NetworkServerTest.cs
* Added bool checkInactiveConnections
* Tests for sync dictionary and sync set (#1753)
* sync dictionary tests
* rename
* changing error message
* sync set tests
* silence unused method warning
* test class name matches file name
* test class name matches file name
* test class name matches file name
* test class name matches file name
* test class name matches file name
* test class name matches file name
* test class name matches file name
* Scope syncdict tests to their classes
* Scope synclists tests to their classes
* Scope syncset tests to their classes
* test class name matches file name
* Scope sample classes
* test class name matches file name
* fix: call the virtual OnRoomServerDisconnect before the base
* fixed name
* doc: Updated docs
* Moved serverIdleTimeout to NetworkManager
* fixed test to enable disconnectInactiveConnections
* Copied disconnectInactiveConnections & serverIdleTimeout to NetworkServer
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
* feat: NetworkMatchChecker Component
* Added docs
* feat: Use logger framework for NetworkClient (#1685)
* Use logger framework for NetworkClient
* Update Assets/Mirror/Runtime/NetworkClient.cs
Co-authored-by: vis2k <info@noobtuts.com>
* breaking: NetworkVisbility component (#1681)
* backup
* breaking: NetworkProximityCheck abstract class. Simplifies code, reduces complexity, improves performance because if 10k identities have 10 components each, we don't have to iterate 100k components each time we rebuild observers.
* update tests and checkers
* DisallowMultipleComponents
* fix tests
* split OnCheckObserver check
* fix tests
* syntax
* update comment
* renamed to NetworkVisibility
* forgot to remove comment
* breaking: Network Visibility Component
* changing namespaces of performance tests (#1689)
* Updated to use NetworkVisibility
* Updated comments
* Updated OnCheckObserver and removed OnSetHostVisibility
* tests for OnCheckObserver
* adding check for empty guid
* tests for changing matchId
* RebuildObservers if player left a match
* Refactored to make it simpler
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
* Fix typo
* Updated Changelog
* first commit
* Add example for discovery
* NetworkDiscovery component should be added
* fixed UI
* Fix some warnings
* refactor: network discovery reimplemented
* Remove unused GUIstyle
* Fix namespaces
* Just send to the broadcast address
* Fix indentation
* Log errors in ClientListen
* Code formatting cleanup, HelpURL's fixed, comments revised. (#38)
* Transport can now provide server uri
* work with any transport by passing uri
* Move discovery initialization to start
* feat: Discovery can now be easily customized per game
* Use generics to simplify api
* Renamed ServerInfo -> ServerResponse
* Rename method
* Moved up one folder
* Move ServerId to NetworkDiscovery
* tests now reference Mirror.Discovery
* Cleaned up blank space
* Disable GUID apparently fixes it
* Use UnityEvents for ease of use
* Remove noisy log
* remove blank spaces
* Process request receives the client endpoint
* use consistent name for parameters
* Remove white space
* Keep it minimalistic, we don't need age or totalPlayers
* Comment non obvious property
* Don't break transports
* Documentation and image
* Code formatting
* removed privates
* Added Range attribute
* Rename ActiveDiscoverySecondInterval
* Revised NetworkDiscovery doc
* Swapped field order (Cosmetics)
* Added ScriptTemplate
* Update ProjectSettings/ProjectVersion.txt
* Updated ScriptTemplate
* Updated xml comment and ScriptTemplate
* Updated ScriptTemplate
* Improve xmldocs
* Improve xmldocs
* Remove leftover comment
* Renamed event
* Moved discovery inside components
* Keep parameter names consistent
* Provide a guide for network discovery
* XML Comments and ScriptTemplate
* Moved Credits
* fixed template
* Removed comment
* removed comment
* xml comments and template
* fixed method name
* fixed method and template
* removed semicolon
* fixed template
* fixed method and template
* fixed template
* fixed template
* Fix copypasta error
* Show error if no url is available
Network Discovery now shows an error if the transport does not support
providing Url
* Grammar fix
* Extended Template
* fixed template
* Added guide link to template
* New image
* Update NetworkDiscovery.md
* Updated Guid Doc and Template
* fixed bullets
* Remove unnecessary using
* Make it like Mirror's
* Update ScriptTemplates Image & Zip
* Removed from Deprecations
* Updated ChangeLog
* Updated ChangeLog
* Update NetworkDiscovery.md
Remove last line...this was copied to the paragraph above the code block
Co-authored-by: MrGadget <chris@clevertech.net>
* Create Network Scene Checker Component
* Move objects to subscene in client
* Remove OnStartClient
* Rewritten with static dictionary
* Updated doc
* renamed image
* Replaced image
* fixed image name
* Changed to short-circuit return in Update
* Changed to using string for key since additive scenes may be unloaded
* Added null check
* Removed commented line
* Update Assets/Mirror/Components/NetworkSceneChecker.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Moved initializer to declaration
* Removed [Scene, SerializeField]
Co-authored-by: vis2k <info@noobtuts.com>
* test
* new docs
* adjust CheckForHookFunction to expect two hooks
* update example
* update example
* update example
* update test
* update example
* SyncVar.set: store value in oldValue variable
* SyncVar.set: pass old value to hook too
* TODO
* SyncVar deserialize store value in oldValue variable (for simple types)
* SyncVar deserialize: pass old value to hook too (for simple types)
* add test for GameObject type
* fix comment
* SyncVar deserialize: set value before calling hook
* add TODO
* SyncVar.set: set value before calling hook
* replace tests
* GO test
* SyncVar deserialize: move oldvalue code higher up so it applies to GO/NI too
* syntax
* SyncVar deserialize: pass oldValue to hook (GO/NI types)
* SyncVar deserialize: set netid before calling hook (GO/NI types)
* update comment
* update comment
* update comment
* shorter
* comment, TODO
* put oldValue code into separate cases again
* fix SyncVarEqual comparing the same two __goNetId values
* get rid of tmpValue
* fix weaver tests
* remove TODO
* SyncVar deserialize simple types: get rid of tmpValue here too
* remove tests