Commit Graph

1378 Commits

Author SHA1 Message Date
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
MrGadget
e6f8f3c46f Improve Turn and Jump (#1265) 2019-12-02 06:39:56 +01:00
Paul Pacheco
8899d20712
fix: Additive scene can respawn objects safely (#1270)
* fix: Additive scene can respawn objects safely

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: MrGadget <chris@clevertech.net>
2019-12-01 22:48:08 -06:00
Paul Pacheco
c753089478
fix: don't call OnStartLocalPlayer twice (#1263) 2019-12-01 09:55:57 -06:00
Paul Pacheco
4d373c5071
fix: call OnStartClient only once in room (#1264) 2019-12-01 09:55:38 -06:00
Paul Pacheco
2195fee81c fix: set authority when replacing the player 2019-11-30 07:09:06 -06:00
Paul Pacheco
c58ead16a6 Remove unused method 2019-11-29 23:10:25 -06:00
MrGadget
e8841a3c1d
Merge pull request #1259 from paulpach/fix2clients
fix: issue with more than 1 client
2019-11-29 19:58:07 -05:00
Paul Pacheco
095b54752a isClient is already true, so make sure to initialize the objects 2019-11-29 18:23:46 -06:00
Paul Pacheco
ab73fbcf7a
Simplify isServer (#1258) 2019-11-29 18:06:44 -06:00
Chris Langsenkamp
55dabf2755 Updated Templates 2019-11-29 18:44:55 -05:00
Paul Pacheco
4816f0ead1
Spawn host objects via spawn, just like clients (#1248)
* Spawn host objects works via messages just like clients

* fix spawning local player

* Do not call OnStartClient twice
2019-11-29 17:25:32 -06:00
Paul Pacheco
b8618d356f Revert "fix: replacing the player does not mean giving up authority (#1254)"
This reverts commit a2c273ecd1.
2019-11-29 16:04:06 -06:00
Paul Pacheco
fb26d0023f
fix: isLocalPlayer is true during OnStartClient for Player (#1255)
related to #1250 but for client mode.

Before:

```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=True isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=False
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```

After:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
2019-11-29 15:40:38 -06:00
Paul Pacheco
a2c273ecd1
fix: replacing the player does not mean giving up authority (#1254) 2019-11-29 15:02:55 -06:00
Paul Pacheco
9acde20b0a
fix: isLocalPlayer works in host mode onStartServer (#1253)
See #1250

Before:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=False isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```

after

```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=False isClient=False isLocalPlayer=True
Void OnStartClient() hasAuthority=False isClient=True isLocalPlayer=True
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```

Note it is not possible to fix Awake because it gets called before we
have any chance of setting any property
2019-11-29 14:34:07 -06:00
Paul Pacheco
d00c95bb55
fix: isClient now reports true onStartServer in host mode (#1252) 2019-11-29 14:10:46 -06:00
Paul Pacheco
2f19c7ca89
fix: hasAuthority is now visible in all overrides (#1251)
See #1250

Before:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=False isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```

After:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=True isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=True isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
2019-11-29 13:09:46 -06:00
Paul Pacheco
7aa7815754 fix: Call hooks when initializing objects OnStartServer on host (#1249) 2019-11-29 15:12:06 +09:00
Paul Pacheco
7119dd15f8
fix: Do not call InternalAddPlayer twice (#1246) 2019-11-28 13:47:31 -06:00
MrGadget
4c0fb9ba34 Simplified Spawner (#1244) 2019-11-28 10:35:23 -06:00
MrGadget
d0c0f394f7 Auto Assign Character Controller (#1245) 2019-11-28 10:34:18 -06:00
MrGadget
d963e29d95 Made RandomColor a Separate Component (#1240)
* Made RandomColor a separate component

* Adjusted Prefab

* Simplified OnValidate

* Reverted unrelated changes
2019-11-28 09:42:46 -06:00
Chris Langsenkamp
c89ba52e3d Change to using Color32 2019-11-27 21:32:25 -05:00
Paul Pacheco
a282c32394 clearer comment 2019-11-27 18:18:59 -06:00
Paul Pacheco
9a2ff84440 space in comment 2019-11-27 18:17:32 -06:00
Paul Pacheco
888e46c685 fix: OnSetHostVisibility can now check if it has authority 2019-11-27 17:53:30 -06:00
vis2k
d2075002ca improve comment 2019-11-25 19:15:04 +09:00
vis2k
91fc3c25db remove trailing whitespace 2019-11-25 19:11:55 +09:00
vis2k
ba88ca6ab5 explain the special case in RebuildObservers 2019-11-25 19:11:47 +09:00
Chris Langsenkamp
fad50818bf Added AddComponentMenu empties and namespace 2019-11-24 14:35:19 -05:00
Chris Langsenkamp
37e5b49f28 Removed extraneous comments 2019-11-24 09:46:41 -05:00
Chris Langsenkamp
210540b669 Fixed Obsolete comment 2019-11-24 08:38:47 -05:00
Paul Pacheco
3b9414f131 perf: spawn with client authority only takes 1 message (#1206)
* perf: spawn with client authority only takes 1 message now

* Fix javadocs and warning

* Rename parameters

* Make sure we spawn players with authority
2019-11-24 10:22:43 +09:00
Paul Pacheco
5b04836bb2 fix: spawnwithauthority works again in host mode 2019-11-24 10:16:15 +09:00
Paul Pacheco
92d0df7b39 feat: SyncToOwner now works with authority (#1204)
* WIP redoing authority

* Local client also handles authority

* Remove unused callback

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Rename pendingOwner

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>
2019-11-23 15:07:00 +09:00