vis2k
67d715fe74
fix: Telepathy updated to latest version: protect against allocation attacks via MaxMessageSize. Can be configured in the TelepathyTransport component now.
2019-03-23 20:34:48 +01:00
Zac North
b0af876221
fix(tests): Added missing SyncListByteValid test file ( #634 )
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* Added missing SyncListByteValid test file (passing)
* Added a missing newline
2019-03-23 18:40:38 +01:00
MrGadget
565fe58671
Update ChangeLog.md
2019-03-23 13:37:14 -04:00
Paul Pacheco
d823c8fe96
docs: improve synclist elevator statement
2019-03-23 07:26:33 -05:00
Paul Pacheco
b91b14f0b6
docs: rewrote synclist docs
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Don't focus on what was changed from HLAPI.
Instead document what synclists are first. Then list the differences.
2019-03-23 07:24:02 -05:00
MichalPetryka
1595fb07b1
PreprocessorDefine rework ( #626 )
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perf: speed up preprocessor define
2019-03-23 06:59:35 -05:00
vis2k
1bf2f9ee56
Update List Server demo text
2019-03-23 12:51:39 +01:00
MrGadget
94ecf03c9d
Merge pull request #631 from MrGadget1024/IntegrationsDocs
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resized image
2019-03-22 13:02:55 -04:00
Chris Langsenkamp
9d55913c29
resized image
2019-03-22 13:01:44 -04:00
MrGadget
0f546667ea
Merge pull request #630 from MrGadget1024/IntegrationsDocs
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switched the image names
2019-03-22 13:00:37 -04:00
Chris Langsenkamp
02ce5c27f8
Added Dissonance
2019-03-22 12:55:52 -04:00
Chris Langsenkamp
2b82f13eb3
switched the image names
2019-03-22 12:50:49 -04:00
MrGadget
77172bd0d4
Merge pull request #629 from MrGadget1024/IntegrationsDocs
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Renamed image files and put them into index.md
2019-03-22 12:31:53 -04:00
Chris Langsenkamp
aac498df4b
Updated Navigation for Integrations
2019-03-22 12:27:40 -04:00
Chris Langsenkamp
97f1f45d67
Renamed image files and put them into index.md
2019-03-22 12:24:44 -04:00
vis2k
4eb01da0c1
update welcome message
2019-03-22 17:19:05 +01:00
MrGadget
2ef17af3c5
Add files via upload
2019-03-22 12:07:55 -04:00
MrGadget
12f6a4e2bf
Create index.md
2019-03-22 12:04:11 -04:00
MrGadget
5494f1a857
Update ChangeLog.md
2019-03-22 10:35:53 -04:00
MrGadget
571010f931
Update ChangeLog.md
2019-03-22 10:34:08 -04:00
MrGadget
0e2246e2ee
Update navigation.yml
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Added navigation for SyncDictionary and SyncHashSet
2019-03-22 09:53:13 -04:00
MrGadget
b544127561
Create SyncHashSet.md
2019-03-22 09:51:29 -04:00
MrGadget
fa4d6d3f78
Create SyncDictionary.md
2019-03-22 09:50:43 -04:00
MrGadget
f46716c3d0
Update ChangeLog.md
2019-03-22 09:11:41 -04:00
MrGadget
737336ab88
Update ChangeLog.md
2019-03-22 09:09:45 -04:00
vis2k
fa04185fa8
remove empty line
2019-03-22 14:08:59 +01:00
vis2k
c194771084
ClientScene.DestroyAllClientObjects simplified: use .Values
2019-03-22 14:05:47 +01:00
vis2k
6e11429699
NetworkClient.Shutdown made static too. ShutdownAll made obsolete.
2019-03-22 13:56:43 +01:00
vis2k
1d94464023
NetworkClient.ShutdownAll calls .Shutdown
2019-03-22 13:54:20 +01:00
vis2k
e1e7b3132e
NetworkClient.Shutdown: call ClientScene.Shutdown, otherwise it's never called
2019-03-22 13:53:28 +01:00
vis2k
227b0a71d1
tanks example namespaces updated
2019-03-22 13:29:24 +01:00
vis2k
c5b4211ac7
list server examples namespace changed
2019-03-22 13:28:08 +01:00
vis2k
5c00577746
fix : #609 by spawning observers in NetworkServer.AddPlayerForConnection after setting the controller. There is no point in trying to spawn with a null controller in SetReady, because by definition no one can observer something that is null. ( #623 )
2019-03-22 12:50:35 +01:00
Paul Pacheco
b7e977a7a3
synclist code generator is now reusable ( #624 )
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* refactor: Made serializer generation reusable
* refactor: SyncList code generator is reusable for other structs
2019-03-22 06:44:57 -05:00
vis2k
1d166c699a
add comment
2019-03-22 12:24:22 +01:00
vis2k
694185b756
NetworkServer.SpawnObserversForConnection helper function instead of doing it all in SetClientReady
2019-03-22 12:23:33 +01:00
vis2k
009943f368
remove outdated comment
2019-03-22 12:10:13 +01:00
vis2k
c3bd7d6e07
NetworkServer.SetClientReady: get rid of 'continue'
2019-03-22 12:09:22 +01:00
vis2k
400bb91821
NetworkServer.SetClientReady: remove unnecessary null check because we don't have one in the above foreach either, and we don't have them anywhere else for NetworkIdentity.spawned because OnDestroy removes objects from it before they become null. The only way to cause this would be by calling Destroy(GetComponent<NetworkIdentity>()) - which no one does, and if someone does it then it's fine to get an exception here.
2019-03-22 12:08:47 +01:00
vis2k
9567daedba
add comments
2019-03-22 12:06:13 +01:00
vis2k
b869e3af99
improve comment
2019-03-22 12:04:25 +01:00
vis2k
c176da7bc3
NetworkServer.SetClientReady: use if+else instead of if + early return
2019-03-22 12:00:16 +01:00
vis2k
0e8b442cad
add some ocmments
2019-03-22 11:59:12 +01:00
vis2k
f6a6440294
NetworkServer.SetClientReady: move isReady=true upwards
2019-03-22 11:57:27 +01:00
vis2k
47d5ee976e
remove unused variable
2019-03-22 11:53:42 +01:00
Paul Pacheco
6f19489721
feature(synclist): allow SyncList of primitive types ( #622 )
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* feature(synclist): allow SyncList of primitive types
As it turns out this never really worked:
```cs
class SyncListByte : SyncList<byte> {};
```
You had to write your own serializeItem / deserialize item for native types.
This change lifts the restriction, now you can use a synclist of anything that mirror can serialize/deserialize
* fix: fix unit tests error messages
2019-03-22 05:51:20 -05:00
vis2k
aa5e5a104f
ClientScene.s_PendingOwnerNetIds converted to HashSet
2019-03-22 10:10:53 +01:00
vis2k
0d6b03989a
NetworkServer.InternalAddPlayerForConnection moved into AddPlayerForConnection because there is no reason to keep it in an internal method anymore, since NetworkServer is static now
2019-03-22 10:04:14 +01:00
vis2k
fb2131207c
NetworkServer.InternalAddPlayerForConnection: reuse 'identity' for log message
2019-03-22 10:03:00 +01:00
vis2k
4f53f37dc8
NetworkServer.InternalAddPlayerForConnection: rename playerGameObject parameter for consistency
2019-03-22 10:02:30 +01:00