* adding try/catch to hanlder
user code can throw errors.
* Update Assets/Mirror/Runtime/MessagePacker.cs
* Update Assets/Mirror/Runtime/MessagePacker.cs
* test for command that throws
* disconnecting client after Exception in message handler
Co-authored-by: vis2k <info@noobtuts.com>
Generating readers and writers for structs in other assemblies
could sometimes cause a
```
System.ArgumentException: Member 'xxx' is declared in another module and needs to be imported
```
This in particular affected unity mathematics.
fixes#2406
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
Changed the default 100ms to 10ms
Double checked with Vis in Discord "tooltip is meant to say 10ms."
Already seen one screenshot of a Discord user that set this from 10 to 100, due to the typo, believing 100 was meant to be default and not 10.
* NetworkWriter consistency: Write(U)Ints moved to static extension methods for consistency with all the other writer functions like WriteUInt16.
This makes life easier because weaver looks for all Write(U)Int functions in the same place. Otherwise packed writes can't be removed in a later PR without breaking weaver (which is also evidence for being bad design before)
* NetworkReader consistency: removed redundant Read(U)Ints
* breaking: Obsolete Read/WritePacked functions and use the regular ones everywhere. We are not bandwidth limited but CPU limited, so this is good. Those were overly complex and worst of all they cause non deterministic packet sizes. a player packet might spawn fine in editor, but 1 month into production it might very well hit the 1200 MTU limit if health is suddenly >241 or the Vector2Int position is somewhere else. This was insanity.
* NetworkWriter consistency: Write(U)Ints moved to static extension methods for consistency with all the other writer functions like WriteUInt16.
This makes life easier because weaver looks for all Write(U)Int functions in the same place. Otherwise packed writes can't be removed in a later PR without breaking weaver (which is also evidence for being bad design before)
* NetworkReader consistency: removed redundant Read(U)Ints
* Return and log warning on start already started client or server
* Apply suggestions from code review, Always check for client and server active state
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
Co-authored-by: vis2k <info@noobtuts.com>