Chris Langsenkamp
5a728ac4e6
Remove DDOL escape
2020-01-06 06:04:08 -05:00
Chris Langsenkamp
00149f3a2d
Fixed comment
2020-01-06 04:27:43 -05:00
Chris Langsenkamp
847d02cfda
Add clientAuthority check
2020-01-05 20:01:42 -05:00
Chris Langsenkamp
7b1761ea1e
Add clientAuthority check
2020-01-05 19:56:33 -05:00
MrGadget
039cf5af22
Use hasAuthority instead of isLocalPlayer
...
This allows non-player objects that have been assigned authority to the client to be moved around by the client and their positions updated from that client appropriately when clientAuthority is also true.
2020-01-05 18:50:13 -05:00
vis2k
7776049526
ConnectHost moved into FinishStartHost
2020-01-05 20:42:41 +01:00
vis2k
f33d90a4ca
FinishLoadScene uses new NetworkManager.mode. This way the host connection doesn't need to be connected before changing host server's online scene. This makes everything easier.
2020-01-05 20:38:18 +01:00
vis2k
1fe1ca730c
NetworkManager.mode to simplify FinishLoadScene afterwards
2020-01-05 20:35:00 +01:00
vis2k
ccb45a6215
FinishLoadSceneHost doesn't call OnClientSceneChanged if the scene changed because of a StartHost call. fixes a bug where AddPlayer was called twice in mrgadget's simple scenes example.
2020-01-05 20:30:22 +01:00
vis2k
df9c29a6b3
fix: FinishLoadSceneHost calls FinishStart host which now calls StartHostClient AFTER server online scene was loaded. Previously there was a race condition where StartHostClient was called immediately in StartHost, before the scene change even finished. This was still from UNET.
2020-01-05 19:49:26 +01:00
vis2k
4f169b021d
add comment
2020-01-05 19:26:14 +01:00
vis2k
fadcd46eff
add more comments
2020-01-05 19:14:44 +01:00
vis2k
5029bc5253
StartHost: add comment on what StartHostClient does
2020-01-05 19:14:02 +01:00
vis2k
7f7658ad75
add comment
2020-01-05 19:12:34 +01:00
vis2k
f7500a2a82
OnClientConnect: explain clientLoadedScene flag
2020-01-05 19:04:46 +01:00
vis2k
af878bd915
Merge pull request #1388 from paulpach/privatehandler
...
refactor: this should not be accessible
2020-01-03 09:49:06 +01:00
vis2k
654979aa3c
Merge pull request #1387 from vis2k/UpdateRoomExample
...
Room Example: NetworkManager moved to Offline scene
2020-01-03 09:48:40 +01:00
vis2k
217f880191
Merge pull request #1389 from paulpach/privatevislist
...
fix: it is not safe to modify this outside this class
2020-01-02 10:35:28 +01:00
Paul Pacheco
ae3860f51b
refactor: use save parameter name as overriden method
2020-01-01 20:28:43 -06:00
Paul Pacheco
addbd91fbd
Fix floating point comparison
2020-01-01 20:28:43 -06:00
Paul Pacheco
480350d413
refactor: avoid unused private warning
2020-01-01 20:28:43 -06:00
Paul Pacheco
bd7e27c662
refactor: remove unnecesary base.
2020-01-01 20:22:03 -06:00
Paul Pacheco
12c10a3896
refactor: reuse authentication expiration
2020-01-01 20:11:50 -06:00
Paul Pacheco
12de543aa4
fix: move NetworkStreamExtension in a namespace
2020-01-01 20:02:37 -06:00
Paul Pacheco
7ce95c5cea
fix: null reference exception
2020-01-01 19:59:07 -06:00
Paul Pacheco
bc7a961e4d
fix: it is not safe to modify this outside this class
2020-01-01 19:56:56 -06:00
Paul Pacheco
663773c3fc
refactor: this should not be accessible
2020-01-01 19:55:20 -06:00
Paul Pacheco
33493a0137
fix: potential null reference exception with debug logging
2020-01-01 19:34:55 -06:00
Paul Pacheco
2668b17162
fix: move listserver classes into package
2020-01-01 19:09:37 -06:00
Paul Pacheco
f02d3174db
fix: list server logs properly when disconnected
2020-01-01 19:07:48 -06:00
Paul Pacheco
a438216458
refactor: Remove double semicolon
2020-01-01 15:33:52 -06:00
Chris Langsenkamp
97871e23c2
Updated ReadMe
2020-01-01 15:56:40 -05:00
Chris Langsenkamp
147ddab13e
NetworkManager moved to Offline scene
2020-01-01 15:46:36 -05:00
Chris Langsenkamp
f64cf6e3db
Update Prefabs & Scenes to Master
2020-01-01 12:34:30 -05:00
vis2k
c2d817259b
NetworkManager.FinishLoadScene: split into host/server/client functions to prepare for further improvements
2020-01-01 13:34:34 +01:00
vis2k
5d68ef2c28
update comment
2020-01-01 12:49:59 +01:00
vis2k
11586a4177
explain StartHost
2020-01-01 12:18:07 +01:00
vis2k
9d9625b42f
explain StartServer
2020-01-01 12:16:01 +01:00
Paul Pacheco
05ce317714
refactor: cleanup code format using dotnet-format
2019-12-31 23:14:17 -06:00
Paul Pacheco
1d20a27879
Follow naming convention for private variable
2019-12-31 22:23:20 -06:00
Paul Pacheco
c90bbaa66b
Follow naming convention for private variable
2019-12-31 22:23:08 -06:00
Paul Pacheco
c31e7c8202
Follow naming conventions
2019-12-31 22:18:24 -06:00
Paul Pacheco
cfc280a527
Don't use deprecated methods in test
2019-12-31 21:27:48 -06:00
Paul Pacheco
e8ca3401d0
Don't use deprecated methods in test
2019-12-31 21:24:07 -06:00
Chris Langsenkamp
f117bdb9fc
Filled in missing summary comments
2019-12-31 09:54:03 -05:00
vis2k
588117e6d4
add comment
2019-12-31 15:39:08 +01:00
vis2k
c4e3c2debf
ServerChangeScene: disable Transport before sceneload call. it's cleaner this way.
2019-12-31 15:34:24 +01:00
vis2k
a603a55ed5
syntax
2019-12-31 15:33:41 +01:00
vis2k
0ed0c077fb
remove empty line
2019-12-31 15:28:33 +01:00
vis2k
21045466bf
NetworkManager.ConnectLocalClient renamed to StartHostClient for consistency with StartClient (it does almost the same as StartClient)
2019-12-31 12:09:21 +01:00
vis2k
97fd6b5d7e
NetworkManager.StartHost: OnStartClient call moved into ConnectLocalClient for consistency with StartClient functions
2019-12-31 12:07:22 +01:00
vis2k
0b0c1edad2
update log message
2019-12-31 12:06:20 +01:00
vis2k
668d6a063d
NetworkManager.ConnectLocalClient moved higher near StartClient because it's similar
2019-12-31 12:06:09 +01:00
vis2k
a472edd14c
NetworkClient.SetupLocalConnection renamed to ConnectHost for consistency with NetworkClient.Connect (it does almost the same anyway)
2019-12-31 11:10:10 +01:00
vis2k
b36c347200
call OnStartHost AFTER SetupServer
2019-12-31 11:02:21 +01:00
vis2k
ed260cfb18
add comments
2019-12-31 10:24:21 +01:00
vis2k
23b5b50155
Call SetupLocalConnection after SetupServer to prepare for local connection removal, where a real connection can only connect to the server after it was started, not before.
2019-12-31 10:24:10 +01:00
vis2k
07a85309e0
StartHost calls SetupServer + scene change + spawnobjects manually
2019-12-31 10:14:42 +01:00
vis2k
539fe69585
StartServer code mostly moved into SetupServer
2019-12-31 10:11:20 +01:00
vis2k
a8d3e0c998
move log message above
2019-12-31 09:41:05 +01:00
vis2k
e54728d1cc
NetworkManager.StartServer changed to void because it always returned true
2019-12-31 09:40:53 +01:00
vis2k
9969cc1c08
NetworkServer.Listen changed to void because it always returned true
2019-12-31 09:32:51 +01:00
vis2k
8787910d34
add comment
2019-12-31 09:30:29 +01:00
vis2k
2971345f37
NetworkManager.StartServer: scene change check moved into IsServerOnlineSceneChangeNeeded
2019-12-31 09:26:13 +01:00
Paul Pacheco
39817fcf00
docs: refer to the correct RegisterHandler method
2019-12-30 13:17:40 -06:00
Chris Langsenkamp
3a17699c23
Cleared Spawn Prefabs - not needed
2019-12-30 13:15:21 -05:00
vis2k
892acf272c
explain SetupLocalConnection order properly
2019-12-30 18:47:24 +01:00
vis2k
cfe9520f7c
add comments
2019-12-30 17:37:44 +01:00
Chris Langsenkamp
53b160e480
Update NetworkBehaviour Template
2019-12-30 09:47:44 -05:00
vis2k
3e28b10dcb
syntax
2019-12-30 13:33:02 +01:00
vis2k
d712cd0303
fix: NetworkTransform clientAuthority works again via clientAuthority option that is configurable in inspector. this had to be fixed after we removed local authority.
2019-12-30 11:09:18 +01:00
vis2k
e8015dfc80
typos
2019-12-30 09:12:24 +01:00
vis2k
87376ae3af
SendTargetRPCInternal: disallow all connections to server, not just the local client one
2019-12-29 22:07:47 +01:00
vis2k
53aa0bcc19
improve comments
2019-12-29 21:42:42 +01:00
vis2k
ee1807c85c
remove empty line
2019-12-29 21:36:07 +01:00
Paul Pacheco
7258823a3c
Test that OnStartServer is propagated by NI
2019-12-27 19:20:01 -06:00
Julien Heimann
3c0bc28228
feat: generate serializers for IMessageBase structs ( #1353 )
...
* Allow Weaver to add bodies to IMessageBase structs with empty de/serialize methods
* Update Assets/Mirror/Editor/Weaver/Processors/MessageClassProcessor.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
* applied suggested changes
* adjusted empty method check
* Update Assets/Mirror/Editor/Weaver/Processors/MessageClassProcessor.cs
formatting
Co-Authored-By: vis2k <info@noobtuts.com>
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
2019-12-27 10:12:28 -06:00
MrGadget
b34ae51965
Replace License.txt ( #1360 )
2019-12-26 09:51:56 -06:00
vis2k
4cc4279d7d
fix : #1359 . Revert "Destroy objects owned by this connection when disconnecting ( #1179 )"
...
This reverts commit 8931944005
.
2019-12-26 13:43:02 +01:00
MrGadget
8e77da3424
Call OnClientConnect in FinishLoadScene ( #1357 )
2019-12-26 10:07:37 +01:00
MrGadget
ba3f855c98
Add Meta Files ( #1358 )
2019-12-26 10:07:08 +01:00
Paul Pacheco
d7a58d25d4
fix: destroy owned objects ( #1352 )
...
* fix: destroy owned objects
fix #1346
Broken in PR #1206
alternative to #1351
* fix nre
* Simplify
2019-12-23 19:25:16 -06:00
Paul Pacheco
d83efbbd8d
Test connect and send
2019-12-23 19:06:14 -06:00
Paul Pacheco
e7abf4e7c7
Test transport events
2019-12-23 18:06:00 -06:00
Paul Pacheco
fe39459181
Test ClientSend
2019-12-23 17:44:03 -06:00
Paul Pacheco
ad115af845
Test ClientDisconnect
2019-12-23 17:37:50 -06:00
Paul Pacheco
947c473a3d
Test ClientConnected
2019-12-23 17:23:58 -06:00
Paul Pacheco
3e0802607a
Test connecting with uri
2019-12-23 16:44:40 -06:00
Paul Pacheco
1eff4ed4e6
Test connect
2019-12-23 16:36:13 -06:00
Paul Pacheco
caece9ecde
Fully initialize multiplex for testing
2019-12-23 16:29:40 -06:00
Paul Pacheco
a132a9c47a
Test available method
2019-12-23 16:26:25 -06:00
Paul Pacheco
c6af3c39f7
Add NSubstitute
2019-12-23 16:19:03 -06:00
Paul Pacheco
b55cf957a8
refactor: move ninja websocket in it's own assembly
2019-12-23 16:03:09 -06:00
Paul Pacheco
885e1f4c73
test: Mocking library for testing ( #1350 )
...
* Include mocking libraries
* reimported nsubstitute dlls
* Only include as part of test assemblies
2019-12-23 14:51:20 -06:00
Paul Pacheco
9f2dca56f0
refactor: compatibility with 2019.3
2019-12-23 13:40:16 -06:00
Paul Pacheco
a800064d8a
test: Test packing floats into ushort
2019-12-23 12:52:39 -06:00
Paul Pacheco
ad2bee222a
test: removing pair test
2019-12-23 12:25:14 -06:00
Paul Pacheco
f12fa2f51a
test: Simplify tests
2019-12-23 12:21:50 -06:00
Paul Pacheco
60cfea0d14
test: copyto tests
2019-12-23 11:37:53 -06:00
MrGadget
abd2af9001
Made loadingSceneAsync public ( #1349 )
2019-12-23 08:32:15 +01:00
MrGadget
58f573729f
Allow Custom Scene Handling ( #1329 )
2019-12-22 19:59:35 +01:00
MichalPetryka
3d94f4b6c7
Remove trailing whitespace and fix encodings ( #1342 )
2019-12-22 11:58:52 +01:00
vis2k
307f129bd7
remove trailing whitespaces
2019-12-22 11:13:18 +01:00
vis2k
4c6805cf86
update comment
2019-12-22 11:12:45 +01:00
vis2k
45a8e6367b
Telepathy updated to latest version
2019-12-22 09:33:26 +01:00
vis2k
93d3511266
add comment
2019-12-22 09:24:31 +01:00
vis2k
54498403a5
fix: potential exploits / out of sync issues where clients with different transports might see different game states because of different max message sizes when using FallbackTransport. ( #1331 )
2019-12-22 09:18:51 +01:00
Paul Pacheco
9926472d98
feat: Chat example ( #1305 )
...
* Add chat example
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Change package to chat
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* UI FIxes
* Lighting
* Fixed ScrollView
* Fixed username assignment
* removed commented line
* Layout refinement
* remove empty lines
Co-Authored-By: MrGadget <chris@clevertech.net>
* fixed which element was enabled
* Strip unprintable characters
* reverted ASCI filter
Co-authored-by: MrGadget <chris@clevertech.net>
2019-12-21 13:22:02 -06:00
vis2k
b3127beb89
fix: MultiplexTransport GetMaxMessageSize NullReferenceException when called on server. And fixes potential exploits / out of sync issues where clients with different transports might see different game states because of different max message sizes. ( #1332 )
2019-12-21 08:09:33 -06:00
MrGadget
9a0127aadc
Remove usings ( #1327 )
...
* Removed extraneous usings
* Removed extraneous usings
* Removed extraneous usings
2019-12-21 10:26:22 +01:00
MrGadget
ea4fc93159
Add return to ClientConnect(Uri) ( #1326 )
2019-12-20 21:46:52 +01:00
MrGadget
0e705d4aa0
Remove all extraneous blank lines ( #1325 )
2019-12-20 21:46:16 +01:00
MrGadget
b479b8ee51
Put the return back in ClientConnect ( #1324 )
2019-12-20 21:16:45 +01:00
MrGadget
1be4de3f63
Adjust cameras for server view ( #1318 )
2019-12-19 08:06:00 +01:00
Chris Langsenkamp
a5d369f96c
fixed comment
2019-12-18 16:53:09 -05:00
MrGadget
abf5cdcf36
feat: Add roomPlayer parameter to OnRoomServerCreateGamePlayer ( #1317 )
...
* Adds roomPlayer parameter to OnRoomServerCreateGamePlayer
* fixed template
2019-12-17 10:16:14 +01:00
vis2k
6fb8a32f5b
remove NetworkIdentityEditor because it's not really needed after removing local player authority (which required special checks to only show one option at a time). Also fixes #1289 ( #1309 )
2019-12-16 08:50:47 +01:00
Paul Pacheco
a2e17108b6
display the whole connection
2019-12-13 08:03:15 -06:00
Paul Pacheco
dbe064393a
fix: error when there are no network behaviors ( #1303 )
...
Use the lazy network behaviors cache everywhere, so this can never be null
2019-12-12 20:28:31 -06:00
MrGadget
ca4ff9b6b2
Fix Delayed Disconnect ( #1302 )
2019-12-12 20:02:23 -06:00
MrGadget
3684033f6a
Restore clientAuthorityCallback ( #1298 )
2019-12-12 19:31:11 -06:00
MrGadget
c6678eb3f1
No point in calling this here ( #1300 )
2019-12-12 19:30:40 -06:00
MrGadget
a18d6b5eaa
Unused field ( #1299 )
2019-12-12 19:11:20 -06:00
Paul Pacheco
e4a701ed4e
feat: fallback transport now supports uri ( #1296 )
2019-12-10 17:13:32 +01:00
Paul Pacheco
c206f9ad97
feat: Multiplex based on url ( #1295 )
...
If the multiplex transport receives an url for connection,
try all the underlying transports until it finds a suitable one
For example, let's say you configure a multiplex transport with telepathy and websocket, if you try:
```cs
NetworkManager.StartClient("tcp4://host:port");
```
then the multiplex transport will use telepathy.
if we pass:
```cs
NetworkManager.StartClient("ws://host:port");
```
then the multiplex transport will select websocket
2019-12-10 07:36:42 +01:00
Paul Pacheco
7865a840b6
feat: LLAPI transport can receive port from uri ( #1294 )
...
* feat: LLAPI transport can receive port from uri
* Refactor to use the original method
2019-12-09 21:52:50 +01:00
Paul Pacheco
c8ad118d50
feat: websocket can receive port in url ( #1287 )
...
* feat: websocket can now receive port and encryption setting from uri
* check for ws or wss scheme
2019-12-09 16:52:39 +01:00
Paul Pacheco
06946cf37f
feat: telepathy can now receive port from uri ( #1284 )
...
* feat: telepathy can receive port from uri
* Use configured port if the url does not have one
* use tcp4 as scheme for telepathy
* don't change default port
* Update TelepathyTransport.cs
* Update TelepathyTransport.cs
2019-12-08 19:48:26 +01:00
vis2k
e766f7b511
Update list server header text
2019-12-08 09:08:35 +01:00
Tor Esa Vestergaard
a0425e4e84
fix: Draw SyncVar label for Unity objects inline ( #1291 )
...
* SyncVar label for Unity objects is now drawn inline instead of on the next line
* Made syncVarIndicatorContent static
Did it since there's no need to have that allocation per editor instance.
2019-12-07 14:29:14 +01:00
MrGadget
c8aabd246a
Fix Inspector Refresh ( #1290 )
2019-12-07 09:20:31 +01:00
MrGadget
7843b12f7f
Make startPositionIndex public ( #1288 )
...
* Make startPositionIndex public
startPositions is a public list, so the index should be too.
* Update NetworkManager.cs
* Update NetworkManager.cs
2019-12-06 06:55:38 +01:00
Paul Pacheco
f9d34d5863
feat: Mirror now supports message inheritance ( #1286 )
...
* test: child messages should serialize parent's data
* feat: Mirror now supports inheritance for messages
2019-12-05 11:21:42 -06:00
Paul Pacheco
7e4023246b
fix: Don't set asset id for scene objects
...
Fixes this warning:
```
SetDynamicAssetId object already has an assetId <68fb15ce5f2e7eb44a8ac123d853b91a>
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Mirror.NetworkIdentity:set_assetId(Guid) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkIdentity.cs:165)
Mirror.ClientScene:ApplySpawnPayload(NetworkIdentity, SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\ClientScene.cs:470)
Mirror.ClientScene:OnSpawn(SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\ClientScene.cs:529)
Mirror.<>c__DisplayClass35_0`1:<RegisterHandler>b__0(NetworkConnection, SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkClient.cs:400)
Mirror.<>c__DisplayClass7_0`1:<MessageHandler>b__0(NetworkMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\MessagePacker.cs:163)
Mirror.NetworkConnection:InvokeHandler(Int32, NetworkReader, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkConnection.cs:271)
Mirror.NetworkConnection:TransportReceive(ArraySegment`1, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkConnection.cs:325)
Mirror.NetworkClient:OnDataReceived(ArraySegment`1, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkClient.cs:149)
UnityEngine.Events.InvokableCall`2:Invoke(ArraySegment`1, Int32)
UnityEngine.Events.UnityEvent`2:Invoke(ArraySegment`1, Int32)
Mirror.TelepathyTransport:ProcessClientMessage() (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\Transport\TelepathyTransport.cs:79)
Mirror.TelepathyTransport:LateUpdate() (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\Transport\TelepathyTransport.cs:106)
```
2019-12-05 05:15:43 -06:00
Paul Pacheco
00b51364ac
improve warning message
2019-12-05 05:12:44 -06:00
Paul Pacheco
7c3622cfae
feat: new way to connect using uri ( #1279 )
...
* feat: new way to connect using uri
* set the host name when starting by url
2019-12-05 11:57:24 +01:00
Paul Pacheco
0e1bc8110f
fix: ReplacePlayer now calls OnStartLocalPlayer ( #1280 )
...
* fix: ReplacePlayer now calls OnStartLocalPlayer
fixes #962
* fix: replace player cannot steal another player
2019-12-04 14:54:50 -06:00
MrGadget
b23cfc739d
Fix ServerChangeScene ( #1281 )
2019-12-04 14:49:33 -06:00
MrGadget
555d0d9cc0
Add true for keepAuthority ( #1277 )
2019-12-03 08:49:11 +01:00
vis2k
13e2dcccd9
breaking: SyncList.Callback passes old and new entries instead of only passing one entry which is sometimes the old, sometimes the new entry. This is more consistent and it's very useful to know the previous value in a hook for OP_SET and OP_DIRTY. ( #1273 )
...
* feature: SyncList.Callback passes old and new entries instead of only passing one entry which is sometimes the old, sometimes the new entry. This is more consistent and it's very useful to know the previous value in a hook for OP_SET and OP_DIRTY.
* update tests
* update docs
2019-12-03 08:35:41 +01:00
vis2k
97e838b932
SyncDictionary: remove unused OP_DIRTY operations
2019-12-03 08:17:55 +01:00
vis2k
4b9dcbf9f4
SyncList: remove unused OP_DIRTY operations
2019-12-03 08:16:44 +01:00
vis2k
c5079ada6c
remove SyncDictionary.Dirty function because it's unused and we removed it for SyncList already too ( #1272 )
2019-12-03 08:12:12 +01:00
Paul Pacheco
ad724fe23c
fix: replace player (remove authority by default) ( #1261 )
...
* fix: remove authority properly in replace player
This is an alternative to #1257
Now the user can pass a parameter to ReplacePlayer to indicate
that the old player should remain attached to the connection.
Note the user could simply pass true and then call RemoveAuthority themselves
which was the approach in #1257
Personally I would prefer #1257 , but this is at least better than
master because authority is removed the proper way.
* Update NetworkServer.cs
2019-12-03 08:11:39 +01:00
MrGadget
8012972b0e
Removed non-implemented overload ( #1276 )
2019-12-03 08:01:52 +01:00
vis2k
1eae07fa2c
remove unused SyncList.Dirty function
2019-12-02 11:50:18 +01:00
MrGadget
7898dc2347
Restore Room Player Authority ( #1267 )
2019-12-02 08:48:27 +01:00
MrGadget
1ed12dba79
Require Network Transform ( #1269 )
2019-12-02 06:41:07 +01:00
MrGadget
42a4a7cb00
Add Return button to Room Manager ( #1268 )
...
* Add Return button to Room Manager
* Simplified GUI
* Fixed height
2019-12-02 06:40:55 +01:00
MrGadget
cddef72b41
Move scoring to PlayerScore ( #1266 )
2019-12-02 06:40:11 +01:00