vis2k
46d7e2d6a3
Tests: remove generators
2021-08-07 13:28:18 +08:00
vis2k
4facadfc24
syntax
2021-08-07 13:24:17 +08:00
vis2k
b67156aafa
Test: GetStableHashCode
2021-08-07 13:22:57 +08:00
vis2k
fbd3342a76
syntax
2021-08-07 13:19:43 +08:00
vis2k
af94cb902c
ignore test
2021-08-07 13:14:34 +08:00
vis2k
35b024197a
syntax
2021-08-07 13:12:21 +08:00
vis2k
79fc5f528e
comment
2021-08-07 13:11:54 +08:00
vis2k
ac58ca4fd5
syntax
2021-08-07 13:11:27 +08:00
vis2k
8aeeb4daa2
syntax
2021-08-07 13:10:54 +08:00
vis2k
48b430c0ae
simplify test
2021-08-07 13:09:54 +08:00
vis2k
80dbbc9697
simplify tests
2021-08-07 13:07:39 +08:00
vis2k
13d9f3ae51
syntax
2021-08-07 13:05:49 +08:00
vis2k
765de95607
cleanup
2021-08-07 13:01:42 +08:00
vis2k
a4be521a87
syntax
2021-08-07 13:00:35 +08:00
vis2k
c47004bdc5
syntax
2021-08-07 13:00:00 +08:00
vis2k
3c5560d0ac
remove unused
2021-08-07 12:59:09 +08:00
vis2k
1b6ab9d7c0
syntax
2021-08-07 12:57:52 +08:00
vis2k
a34b974580
syntax
2021-08-07 12:55:49 +08:00
vis2k
3bb95aa528
remove unnecessary tests
2021-08-07 12:55:05 +08:00
MrGadget
7312d20a67
Simplify NetworkManager.isNetworkActive ( #2843 )
...
* fix: Obsolete NetworkManager.isNetworkActive
Use NetworkServer.active and/or NetworkClient.active instead.
Fixes #2842
* Cleaned up after conflicts
* Moved invocation of OnDisconnectedEvent handler to before setting of connectState
* Now without obsolete
* Commented Debug lines
* Uncommented another debug line
* Removed conflicted code
* removed debug line
* fixed debug msg
* reverted changes to debug lines
* moved change to separate PR
2021-08-07 12:09:04 +08:00
MrGadget
95de1a3aae
fix: Raise OnDisconnectedEvent before changing ConnectState ( #2870 )
2021-08-07 12:08:28 +08:00
MrGadget1024
8c6daf318f
commented noisy debug
2021-08-06 11:23:51 -04:00
MrGadget1024
a662a52430
commented noisy debug
2021-08-06 11:21:42 -04:00
MrGadget1024
70ddb2f41d
commented noisy debugs
2021-08-06 11:14:00 -04:00
MrGadget1024
9a1eb763b5
Added base method call to NetworkManagerOnServerDisconnect test
2021-08-06 11:05:00 -04:00
vis2k
e9791dff13
breaking: perf: SnapshotInterpolation.Compute: removed final boxing allocation. Snapshot.Interpolate is now a Func<T>.
2021-08-03 12:00:51 +08:00
vis2k
a7c0c29025
SnapshotInterpolationTests: use actual type instead of interface now
2021-08-03 11:50:18 +08:00
vis2k
2c70e71555
SnapshotInterpolation.Compute now returns <T> instead of Snapshot for ease of use
2021-08-03 11:11:38 +08:00
vis2k
23a663bdae
perf: SnapshotInterpolation.GetFirstSecondAndDelta: return <T> instead of Snapshot to avoid boxing
2021-08-03 11:05:17 +08:00
vis2k
ee78043725
whitespace
2021-08-03 11:05:15 +08:00
vis2k
bb8245c944
rename
2021-08-01 19:54:23 +08:00
ninjakickja
053ab364a9
Fix: ArgumentExceptionError when adding snapshots to buffer ( #2862 )
...
* Fix - From !isLocalPlayer to !hasAuthority
Changed !isLocalPlayer to !hasAuthority because object might not be player object.
* Update Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs
* Fix ArgumentExceptionError when adding snapshot to buffer - SnapshotInterpolation.cs
Occassionally duplicate messages may be received with the same remoteTimestamp. Adding an already existing key to buffer (Sorted List) will throw an ArgumentExceptionError and disconnect the client from the server.
Fixed by adding an if check to add snapshot only if remoteTimestamp key does not exist in the buffer.
* Test for ArgExceptionError - Adding snapshot to buffer with same key
* Update SnapshotInterpolation.cs
* Update SnapshotInterpolationTests.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-08-01 19:53:10 +08:00
MrGadget
03cd2e286f
Improved NetworkIdentity.Reset test ( #2863 )
2021-08-01 15:22:20 +08:00
vis2k
b495eaa965
syntax
2021-08-01 14:48:05 +08:00
vis2k
0d2733c564
fix : #2797 Clear hasAuthority when Destroying and call OnStopAuthority
2021-08-01 14:45:54 +08:00
vis2k
88112e7778
NetworkServerTest: use CreateNetworkedAndSpawnPlayer
2021-08-01 14:42:59 +08:00
vis2k
a55c75b945
MirrorTest: CreateNetworkedAndSpawnPlayer helper
2021-08-01 14:42:50 +08:00
vis2k
c879f17936
test for #2797 fixed
2021-08-01 14:33:38 +08:00
vis2k
2d2ea64d8a
Tests: ConnectHostClientBlocking() now connects local server too. otherwise NetworkServer.localConnection isn't added to NetworkServer.Connections.
2021-08-01 13:51:51 +08:00
vis2k
2c85cfbd06
Tests: ConnectHostClientBlockingAuthenticatedAndReady helper
2021-08-01 13:44:25 +08:00
vis2k
9351c3bb99
test to reproduce #2797
2021-07-31 21:12:05 +08:00
vis2k
b0be4a3540
remove check
2021-07-31 21:04:09 +08:00
vis2k
d82388aff4
Tests: ConnectHostClientBlocking helper function
2021-07-31 20:54:42 +08:00
vis2k
d897da8a6b
TODO
2021-07-31 20:51:09 +08:00
vis2k
3232001466
NetworkServer.DestroyObject: added comments
2021-07-31 20:17:55 +08:00
vis2k
e9f8af40f9
split OnStopClient tests into two
2021-07-31 20:06:23 +08:00
vis2k
3c52284c8c
keep old name
2021-07-31 20:04:51 +08:00
vis2k
d466d73f85
fix : #2119 - DestroyObject is now called when cleaning up scene identities too. Sends unspawn messages and calls OnStopClient/Server properly.
2021-07-31 17:30:25 +08:00
vis2k
3d9493dbfd
Test to reproduce #2119
2021-07-31 17:22:17 +08:00
vis2k
0f069fc848
fix: CleanupNetworkIdentities needs to iterate a copied .spawned list becuase we now call DestroyObject directly. previously Destroy would call OnDestroy the next frame.
2021-07-31 17:22:00 +08:00