Commit Graph

4777 Commits

Author SHA1 Message Date
vis2k
5478701f5c CompilationFinishedHook: check if assembly actually exists. it won't exist if user scripts contain errors and unity fails to compile. 2018-08-26 12:37:28 +02:00
vis2k
ae68cea81a CompilationFinishedHook: syntax improved 2018-08-26 12:37:28 +02:00
vis2k
d5e9a93d98 CompilationFinishedHook: some syntax / comments improvements 2018-08-26 12:37:28 +02:00
vis2k
344d717adc CompilationHookFinished: syntax improved 2018-08-26 12:37:28 +02:00
vis2k
d87a606bf3 CompilationFinishedHook: removed assembly reload locks because they caused a deadlock after build in some situations 2018-08-26 12:37:28 +02:00
Paul Pacheco
f2de053f4d Invoke the weaver on user scripts 2018-08-26 12:37:27 +02:00
Paul Pacheco
fcbec6acfb Build for editor and for standalone 2018-08-26 12:37:27 +02:00
Paul Pacheco
58af089f9a Copy telepathy dll in output folder 2018-08-26 12:37:27 +02:00
Paul Pacheco
fdccbe621d Get Telepathy from nuget instead 2018-08-26 12:37:27 +02:00
Paul Pacheco
507b781250 Build output directory in a structure usable for unity 2018-08-26 12:37:27 +02:00
Paul Pacheco
625227282f Use build configurations instead of 2 projects for runtimes 2018-08-26 12:37:27 +02:00
Paul Pacheco
f4913065f2 Fix appevyor build 2018-08-26 12:37:27 +02:00
vis2k
039ef37c25 Renamed the rest of the projects to Mirror.Runtime, Mirror.Editor, etc. 2018-08-25 14:55:03 -05:00
vis2k
97fec79687 Removed #if ENABLE_UNET everywhere 2018-08-25 14:55:03 -05:00
vis2k
abdb47bcaf Weaver uses 'Mirror.' instead of 'UnityEngine.Networking.' for type namespaces now 2018-08-25 14:55:03 -05:00
vis2k
1b069368c1 UNetWeaver project renamed to Weaver 2018-08-25 14:55:03 -05:00
Paul Pacheco
9ad114916f Top folder renamed to Mirror 2018-08-25 14:54:56 -05:00
vis2k
a7eaaa8530 Class Namespaces renamed to Mirror / Mirror.Weaver everywhere 2018-08-24 17:18:29 +02:00
vis2k
e015908895 License updated 2018-08-24 17:01:31 +02:00
vis2k
3174083383 NetworkManagerEditor: removed AdvancedConfigurationLabel because it wasn't used anymore 2018-08-24 16:59:32 +02:00
vis2k
745ef9409d NetworkConnection: removed last NetworkDetailStats call 2018-08-24 14:50:57 +02:00
vis2k
2169742ede LLAPITransport.ClientGetRTT added 2018-08-22 23:31:09 +02:00
vis2k
c3df894318 TelepathyWeboscketsMultiplexTransport that uses either websockets or telepathy 2018-08-22 22:17:55 +02:00
vis2k
4f89f8182b LLAPITransport receive: don't return if error != 0 because it's part of the disconnect message. fixes a bug where disconnect wasn never received on client/server. 2018-08-22 21:37:12 +02:00
vis2k
bbdb045c6d LLAPITransport: Server Receive filters out LLAPI's internal channels (alive check message) 2018-08-22 20:44:31 +02:00
vis2k
5dbacafc97 LLAPITransport: Server&Client use ReceiveFromHost instead of Receive 2018-08-22 20:43:44 +02:00
vis2k
e8ed089545 LLAPITransport ServerStart/Websockets: improved log messages to not show address even though it's not used 2018-08-22 15:07:30 +02:00
vis2k
6a6f942f7f LLAPITransport.ClientConnect: changed AddHost(topology) to AddHost(topology, 0) so it works in standalone AND webgl 2018-08-22 15:06:11 +02:00
vis2k
aa2c004615 TransportLayers renamed to Transport and Transport.cs moved into it 2018-08-22 13:21:32 +02:00
vis2k
150d4d5aac TransportLayers/LLAPITransport added in case someone wants to use UNET's original LLAPI. Also prepares for websockets. 2018-08-22 13:04:52 +02:00
vis2k
3d2f541cbe NetworkServer.Listen passes "127.0.0.1" instead of 'null' for ip 2018-08-22 13:04:08 +02:00
vis2k
a2579dc7a8 Transport.ServerStartWebsockets wrapper 2018-08-20 18:30:47 +02:00
vis2k
8c5dd5c332 TelepathyTransport constructor: warning changed to regular log 2018-08-20 17:56:03 +02:00
vis2k
b1360d973c TelepathyTransport layer moved into TransportLayers folder 2018-08-20 17:55:38 +02:00
vis2k
dc9c29c8f7 Abstract Transport layer + TelepathyTransport implementation 2018-08-20 17:28:39 +02:00
vis2k
4c0dcf148e Removed old NetworkTransport comments 2018-08-20 15:35:24 +02:00
vis2k
78702a1d44 NetworkServer.HandleConnect assigns proper IPAddress to NetworkConnection now 2018-08-20 15:07:21 +02:00
vis2k
d056bc4c1e NetworkServer.InternalUpdate doesn't need connectionId to int casts anymore 2018-08-20 14:12:01 +02:00
vis2k
f8bfb2093d Updated Telepathy to latest version (IPAddress) 2018-08-20 14:10:02 +02:00
vis2k
445e37aed1 Updated Telepathy to latest version 2018-08-20 12:53:01 +02:00
vis2k
f104699784 NetworkManager.StartHost/StartServer use m_MaxConnections instead of extra parameter, because that's what it's for. NetworkServer.Listen has maxConnections parameter now. 2018-08-20 10:31:04 +02:00
vis2k
b904220aa2 NetworkManager.StartClient: removed redundant versions 2018-08-20 10:27:09 +02:00
vis2k
09ee00de1d Updated Telepathy to latest version (maxConnections) 2018-08-20 09:21:23 +02:00
vis2k
e7961e0e5b Updated Telepathy to latest version 2018-08-20 08:44:55 +02:00
vis2k
b70fa177d1 Updated Telepathy to latest version. Fixes a bug where connect couldn't be called twice. 2018-08-19 18:29:20 +02:00
vis2k
bafd9d1b28 NetworkConnection.Disconnect: no need to check connected first 2018-08-17 14:07:54 +02:00
vis2k
777232f5e0 NetworkClient.m_clientConnectionId removed because it's not needed 2018-08-17 14:07:54 +02:00
vis2k
0128210356 Transport eats first connectionId (0) in constructor to fix a bug where in host mode, a connected client wouldn't receive all the spawns because he would get the connectionId=0 assigned, which would result in the host mode's player and the first external connection both having the same connectionId, resulting in all kinds of weird problems 2018-08-17 14:07:54 +02:00
vis2k
437fb06728 Updated Telepathy to latest version 2018-08-17 14:07:54 +02:00
vis2k
23acffbe12 Updated Telepathy to latest version. Fixes the problem where disconnect wouldn't be realized on client if client connect failed 2018-08-17 14:07:54 +02:00