Commit Graph

5259 Commits

Author SHA1 Message Date
vis2k
9e352f5be2 Compression: ScaleToLong/Float Vector3Long variants to prepare for NetworkTransform V3 2022-11-01 17:34:10 +01:00
vis2k
701c16a307 feature: Vector3Long to prepare for NetworkTransform V3 2022-11-01 17:33:44 +01:00
MikiBordils
fb95c411ef
fix: NetworkDiscovery BroadcastAddress exposed for iOS support (#3255)
* exposing BroadCasting Address 

iOS build prevents broadcasting to 0.0.0.0, so we needed to expose it to change it for our built

* Update NetworkDiscoveryBase.cs

Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2022-10-31 22:12:45 +01:00
vis2k
33e0bea844 CCU test demo: only sync on change 2022-10-31 10:46:34 +01:00
mischa
a2756af514
feature: RemoteStatistics tool (#3254) 2022-10-31 10:43:10 +01:00
vis2k
d26d12fb55 feature: CCU test demo 2022-10-31 09:23:26 +01:00
vis2k
68ab1816bb breaking: NetworkManager.serverTickRate renamed to sendRate because that's what it is 2022-10-31 09:15:19 +01:00
vis2k
723da0cecc fix: NetworkClient now only tries to broadcast every sendInterval. otherwise ClientToServer NetworkTransform components (which have syncInterval=0) would sync every single tick. prepare for NT V3 as well. 2022-10-30 18:54:50 +01:00
vis2k
3d3a542ddd comment 2022-10-30 18:53:57 +01:00
vis2k
b0f0c38592 script icons 2022-10-30 12:05:00 +01:00
vis2k
8039bcbda5 syntax 2022-10-27 19:17:42 +02:00
vis2k
c0ac491993 NetworkTransform: reorder code 2022-10-27 19:15:22 +02:00
vis2k
e473d154d9 fix: NetworkRigidbody now uses double time to keep precision over multiple days 2022-10-26 12:28:06 +02:00
vis2k
5abc261320 fix: NetworkLerpRigidbody now uses double time to keep precision over multiple days 2022-10-26 12:27:57 +02:00
vis2k
25d0e7929a fix: NetworkTransform now always sends at the same sendInterval as time interpolation. as configured in NetworkManager. 2022-10-26 12:17:49 +02:00
vis2k
8d3d623fac fix: NetworkManager now always applies the exposed NetworkServer.send/tickRate. fixes a bug where some NetworkBehaviours may try to send with NetworkServer.tickRate, which wouldn't be available on client because NetworkManager.StartServer was never called, so the rate was never set. 2022-10-26 11:28:40 +02:00
vis2k
485b65f18d perf: NetworkBehaviour.IsDirty: check bits before time 2022-10-25 19:05:10 +02:00
mischa
d05feed59e breaking: NetworkTransform.clientAuthority flag obsoleted. use SyncDirection instead. automatically sets syncDirection if still used. (#3250) 2022-10-25 11:53:12 +02:00
mischa
ca25956347
perf: breaking: NetworkTransformChild replaced by NetworkTransform with exposed .target. no more virtual property call. and no more redundant components which do the exact same thing. (#3249) 2022-10-25 11:44:24 +02:00
vis2k
79bb48bbf5 Compression: remove unnecessary inline 2022-10-24 12:49:35 +02:00
vis2k
1176494587 fix: NetworkClient.sendRate is now coupled to NetworkServer.sendRate in order to avoid snapshot interpolation errors where server & client may be on different send rates, components use the wrong rate to send vs. interpolate, etc. 2022-10-22 10:41:57 +02:00
vis2k
464bd365fe NetworkServer: sendRate comments improved 2022-10-22 10:37:20 +02:00
vis2k
b31eeb5a4f NetworkTransform: force syncDirection to follow the old clientAuthority state to make it obvious that there is only one source of truth 2022-10-22 10:26:31 +02:00
vis2k
dfd4d0b672 NetworkTransform: explain that sendInterval is coupled with time interpolation interval; use OnValidate to force syncInterval so it's more obvious in the Inspector 2022-10-22 10:16:43 +02:00
vis2k
38d94f36b1 NetworkTransform: always show OnGUI buffers. easier to debug issues if they aren't filled. 2022-10-21 19:34:23 +02:00
vis2k
8c09b936b9 syntax 2022-10-21 19:21:55 +02:00
mischa
d46e2eaf74 feature: NetworkBehaviour.SetDirty() to trigger custom OnSerialize without having to call SetSyncVarDirtyBit(1). prepares for NetworkTransform v3. (#3248)
* perf: SetSyncVarDirtyBit inlining

* feature: NetworkBehaviour.SetDirty() to trigger custom OnSerialize without having to call SetSyncVarDirtyBit(1).
prepares for NetworkTransform v3

* imer
2022-10-21 19:02:46 +02:00
vis2k
7c1fac9085 perf: SetSyncVarDirtyBit inlining 2022-10-21 19:02:41 +02:00
mischa
1b6768a691 feature: perf: NetworkConnectionToClient snapshot interpolated .remoteTimeline to simplify NetworkTransform (#3247)
* move fields to conn

* syntax

* split into time and value

* timeline moved to conn

* OnTimeSnapshot

* old

* NetworkClient sends TimeSnapshots

* server inserts

* update time interp from server

* buffer size limit moved too

* naming

* fix tests

* non public

* readonly

* comments
2022-10-21 19:02:36 +02:00
vis2k
c07c0797ec TimeSnapshot moved into it's own file 2022-10-21 12:42:59 +02:00
mischa
e0a91eeb3a
feature: SyncDirection (V2) to easily support client auth components without extra Rpcs/Cmds. previously OnSerialize was only server-to-client direction. (#3244)
* feature: SyncDirection to easily support client auth components without extra Rpcs/Cmds. previously OnSerialize was only server-to-client direction. (#3232)

* fix and test

* add test

* remove todo

* comments

* only serialize once

* simplify dirty checks

* syntax

* remove doulbe comments
2022-10-19 23:54:54 +02:00
vis2k
a1fbc55e8a Tests: syntax for easier debugging 2022-10-19 19:51:30 +02:00
vis2k
6f4c7cb805 feature: NetworkWriter.WriteBytes(byte*) unsafe version to prepare for BitTree delta compression 2022-10-19 19:39:08 +02:00
vis2k
76313cd30c Mirror.Components.asmdef: allow unsafe to prepare for NetworkTransform V3 2022-10-19 19:39:01 +02:00
vis2k
25a45a9ce8 Revert "Utils.RoundBitsToFullBytes from DOTSNET / Mirror II to prepare for manual per-field Delta Compression for NetworkTransform V3"
This reverts commit c7e3dc32d6.
2022-10-18 09:39:49 +02:00
vis2k
9c2444475c Tests: allow unsafe 2022-10-17 19:18:01 +02:00
vis2k
c7e3dc32d6 Utils.RoundBitsToFullBytes from DOTSNET / Mirror II to prepare for manual per-field Delta Compression for NetworkTransform V3 2022-10-17 18:41:14 +02:00
vis2k
d9aa7b152e Compression.ScaleToLong/Float to prepare for next NetworkTransform float<->long compression 2022-10-17 10:04:31 +02:00
vis2k
9d487b3a86 comment 2022-10-15 22:30:24 +02:00
vis2k
743e00bd20 SendTargetRpc: improve error messages 2022-10-15 20:42:43 +02:00
vis2k
ed0b7339eb assetId is now printed as decimal instead of hex, for consistency with Unity Inspector which also shows it as decimal. 2022-10-14 11:18:33 +02:00
vis2k
270be5f452 fix: #3234 assetId setter now allows overwriting an old assetId after duplicating a prefab.
the previous assetId Guid to int commit (4430001521) changed AssignAssetId() from modifying m_assetId to assetId.set directly, which introduced this bug.
2022-10-14 11:13:42 +02:00
vis2k
8006251382 NetworkIdentity.assetId.set: update explanation, copied the wrong one from Mirror II 2022-10-14 11:00:54 +02:00
vis2k
149d907823 syntax 2022-10-13 17:38:39 +02:00
vis2k
bf55c68d96 unnecessary 2022-10-13 17:27:41 +02:00
vis2k
9120de1016 comment 2022-10-13 13:46:52 +02:00
vis2k
e647df8fa3 feature: NetworkConnection.owned objects are now available on server AND on client 2022-10-13 13:29:06 +02:00
vis2k
6bb42e9e81 breaking: NetworkConnectionToServer.clientOwnedObjects renamed to .owned (simplify API) 2022-10-13 11:03:42 +02:00
vis2k
8cb64383fc add deprecated dates 2022-10-13 11:01:19 +02:00
mischa
a20bad57e5
breaking: .hasAuthority renamed to .isOwned because it's easier to understand, and to prepare for SyncDirection where there is a difference between: (#3231)
isOwned = is this one of the client connection's .owned entities?
authority = can we modify this component's state? depends on SyncDirection AND owned
2022-10-13 10:59:39 +02:00
vis2k
90028b43ea NetworkServer.sendInterval calculated separately so it's easier to change sendRate later 2022-10-13 10:49:07 +02:00
vis2k
1433bb7993 comment 2022-10-12 21:22:16 +02:00
vis2k
2bab435832 perf: NetworkIdentity.Serialize: only iterate if any dirty bit set, otherwise don't need to iterate again 2022-10-12 21:17:10 +02:00
vis2k
4127345f8a fix: Benchmark demo Spatial Hashing radius reduced from 200 to 30 so the monsters actually despawn when walking out of range in the demo 2022-10-12 21:14:55 +02:00
vis2k
e6886e8a84 fix: ensure Serialize writes nothing at all if not dirty and add test so it's never missed again(!).
fixes unchanged objects sending an unnecessary 1 byte dirty mask after recent dirtybits improvement.
2022-10-12 21:06:03 +02:00
vis2k
8ec99fa153 NetworkIdentity: ValidateComponents for use from initialize, serialize, deserialize all together 2022-10-12 12:33:25 +02:00
vis2k
227940e054 comment 2022-10-12 11:13:58 +02:00
vis2k
9dd04e2efa fix: NetworkIdentity.MaxNetworkBehaviours and EnsureMax function so we have the same code in both places, where previously Serialize() still checked for 255 instead of 64 2022-10-12 11:08:12 +02:00
mischa
c179d233a1
fix: Unity 2019, 2020 support added again (#3230)
* fix: Examples/AdditiveLevels/Prefabs/Portal doesn't depend on TextMeshPro anymore (for 2019 compatibility)

* packages: removed unnecessary TextMeshPro (causes errors in Unity 2019)

* fix: NetworkReader byte[] constructor added again for 2019 support

* fix: NetworkReader byte[] SetBuffer added again for 2019 support

* fix: NetworkClient OnTimeSnapshotMessage: NetworkTime.localTime for 2019 support

* fix: NetworkServer NetworkLateUpdate: NetworkTime.localTime for 2019 support

* fix: Read/WriteGuid support for 2019

* fix: NetworkTransformBase: NetworkTime.localTime for 2019 support

* fix: Grid2D new hashSet constructor without capacity for 2019 support

* 2019

* this
2022-10-10 23:32:13 +08:00
vis2k
e7110d3015 TODO 2022-10-10 14:52:19 +02:00
vis2k
5efcd8f113 inlining 2022-10-10 10:56:16 +02:00
vis2k
2310c248c1 NetworkBehaviour.IsDirty: shorter 2022-10-10 10:56:05 +02:00
vis2k
76ea4369ba NetworkClient: common Initialize() method for all connect functions 2022-10-10 10:37:37 +02:00
vis2k
fe6147dd4d fix: NetworkClient ConnectHost now initializes time interpolation as well 2022-10-10 10:34:08 +02:00
mischa
88e4260252
perf: NetworkBehaviour.Serialize safety check reduced from 4 bytes length header to 1 byte length hash, while keeping error correction (#3229)
* wip

* self correction

* separate function

* test
2022-10-10 15:51:15 +08:00
mischa
b5ac61c7b2
perf: NetworkIdentity.Serialize bandwidth reduced from 1 byte per component index to (roughly) 1 bit per component (#3228)
* serialize with varint masks

* deserialize

* test

* fixfix

* redundant

* unused

* comment

* faster

* old

* comment

* comment
2022-10-10 15:50:28 +08:00
vis2k
01cd1041f6 update comment 2022-10-09 22:34:57 +02:00
vis2k
2a3e681e03 comment 2022-10-09 16:47:12 +02:00
vis2k
58a89a5d24 Tests: split VarInt and VarUInt tests 2022-10-09 15:25:52 +02:00
vis2k
16d5a7e6ed naming 2022-10-09 15:12:01 +02:00
vis2k
822ecdaaba syntax 2022-10-09 15:11:23 +02:00
vis2k
d2775e5d42 NetworkIdentity.DeserializeAll renamed to Deserialize, now that the other Deserialize method was moved to NetworkBehaviour 2022-10-09 14:03:36 +02:00
vis2k
482d5777d9 NetworkIdentity.SerializeAll renamed to Serialize, now that the other Serialize method was moved to NetworkBehaviour 2022-10-09 14:03:11 +02:00
vis2k
389726b011 NetworkIdentity.Deserialize(NetworkBehaviour) moved to NetworkBehaviour.Deserialize 2022-10-09 13:57:43 +02:00
vis2k
882b3a69b3 NetworkIdentity.Serialize(NetworkBehaviour) moved to NetworkBehaviour.Serialize 2022-10-09 13:56:46 +02:00
vis2k
10296e0586 syntax 2022-10-09 13:51:01 +02:00
vis2k
10e34488e2 NetworkIdentity: OnDeserializeAllSafely renamed to DeserializeAll 2022-10-09 13:45:56 +02:00
vis2k
41f60a5486 NetworkIdentity: OnSerializeAllSafely renamed to SerializeAll 2022-10-09 13:45:08 +02:00
vis2k
b292aebd08 NetworkIdentity: OnDeserializeSafely renamed to Deserialize 2022-10-09 13:42:22 +02:00
vis2k
deeddac185 NetworkIdentity: OnSerializeSafely renamed to Serialize 2022-10-09 13:42:02 +02:00
vis2k
22b3c71a6c comment 2022-10-09 13:38:24 +02:00
vis2k
0745e44c5c syntax 2022-10-09 13:20:57 +02:00
vis2k
3b78b87ee9 perf: all client NetworkTransforms now run on the same NetorkClient.timeline instead of each component computing its own 2022-10-09 10:45:27 +02:00
vis2k
47d5ecd776 fix: LatencySimulation now flushes properly. fixes barely any packets getting through even on 0 settings 2022-10-09 10:31:48 +02:00
vis2k
a6d055db51 syntax 2022-10-09 10:09:44 +02:00
vis2k
666d1d7df2 fix: LatencySimulation now uses Time.unscaledTimeAsDouble for long running server precision 2022-10-09 10:08:47 +02:00
vis2k
5a2962c27b syntax 2022-10-09 10:06:37 +02:00
vis2k
f1f7b37288 NetworkManager: always show OnGUI because snapshot interpolation gui is useful in builds / for debugging as well 2022-10-09 10:04:38 +02:00
vis2k
b9bf63790f breaking: perf: fix: NetworkTime from NetworkClient snapshot interpolation timeline.
-> fixes initial delayed NetworkTime jump after 1-2s from 1.. to 500... depending on how long server was running.
-> improves accuracy / precision of NetworkTime
-> prepares for NetworkTransform & NetworkTime being on the same timeline instead of each component calculating their own timeline separately
2022-10-09 08:40:01 +02:00
vis2k
7298de3929 feature: global NetworkClient snapshot interpolation timeline.
=> for usage as significantly better NetworkTime after
=> for usage in NetworkTransform after
2022-10-09 08:36:17 +02:00
vis2k
f5d1a55fdd fix tests after recent commit 2022-10-08 08:58:09 +02:00
vis2k
1ebb4368dd perf: NetworkServer: Broadcast() now only runs every tickInterval, even if Application.targetFrameRate isn't set in host mode.
previously a host may run at 120 Hz, and even with tickInterval set to 10 Hz, Broadcast() would run 120 times per second, checking every component's dirty bits + send interval.

note that the actual _send rate_ wasn't broken.
this change simply reduces the need to check for "has send rate elapsed?"

=> prepares for NetworkClient time snapshot interpolation, where time snapshots need to be sent only every sendInterval.
=> if host mode would send every update, this would be way too much.
2022-10-07 21:44:02 +02:00
vis2k
0f8553ff2f feature: AccurateInterval from Mirror II to prepare for proper RemoteStatistics measurements & snapshot time interpolation, which requires accurate send interval even if .targetFrameRate can't be set (i.e. in host) 2022-10-07 21:20:38 +02:00
vis2k
9870705141 Header 2022-10-06 13:53:11 +02:00
vis2k
c940963779 breaking: NetworkServer.tickRate and .tickInterval, set from exposed NetworkManager.serverTickInterval.
prepares for NetworkClient time interpolation
2022-10-06 13:50:48 +02:00
vis2k
d72c769882 NetworkRoomManager: remove redundant maxConnections validation 2022-10-03 09:28:15 +02:00
vis2k
26144edc22 syntax 2022-10-03 09:27:49 +02:00
vis2k
b4149f2b94 syntax 2022-10-03 09:06:05 +02:00
vis2k
4fbbc0cbc1 NetworkManager: SetupClient() for consistency with SetupServer() 2022-10-03 08:51:50 +02:00
vis2k
d4b1239dc4 syntax 2022-09-28 11:57:02 +07:00
vis2k
7a7b5a0072 syntax 2022-09-28 11:50:54 +07:00
vis2k
02336b41b5 syntax 2022-09-28 11:34:18 +07:00
vis2k
b56b12ff54 partial classes 2022-09-28 11:33:52 +07:00
vis2k
7123a7925c feature: Snapshot Interpolation split into time + value interpolation (backported from Mirror II) to allow for global time interpolation with local value interpolation, instead of interpolating everything locally per-component 2022-09-27 13:40:57 +07:00
vis2k
34acc450bd syntax 2022-09-27 12:19:15 +07:00
vis2k
fcc6c31c7a breaking: NTSnapshot renamed to TransformSnapshot 2022-09-27 12:19:08 +07:00
vis2k
6988853ee2 comment 2022-09-27 11:55:51 +07:00
vis2k
136b8d9956 feature: NetworkWriter implicit ArraySegment conversion for convenience.
also allows for implicit NetworkWriter to NetworkReader conversion.
2022-09-27 11:53:04 +07:00
vis2k
a84bf0769e syntax 2022-09-27 11:49:59 +07:00
vis2k
2037b317c1 NetworkWriter.WriteBytes: rename parameter to avoid name collision 2022-09-25 13:56:30 +07:00
vis2k
618b7a6e16 NetworkWriterExtensions: removed static state by moving .encoding into each writer 2022-09-25 13:53:12 +07:00
vis2k
ab9a92388c Tests: ReadString_InvalidUTF8 2022-09-25 13:53:12 +07:00
vis2k
2ce8ee72a8 NetworkReaderExtensions: removed static state by moving .encoding into each reader 2022-09-25 13:53:12 +07:00
vis2k
e97da2605c feature: NetworkWriter.ToString in form of "[DD-CC-BB-AA-FF @ 5/1000]" 2022-09-25 13:26:58 +07:00
vis2k
61318d4c82 NetworkWriter.DefaultCapacity exposed 2022-09-25 13:26:53 +07:00
vis2k
3b8810f532 feature: NetworkWriter.Capacity 2022-09-25 13:24:08 +07:00
vis2k
606f147872 comment 2022-09-25 13:20:59 +07:00
vis2k
3664f26d65 Read<T>: error message improved 2022-09-25 13:19:44 +07:00
vis2k
df875a4bc1 syntax 2022-09-25 13:18:38 +07:00
vis2k
6fa5a65cd3 NetworkReader.ToString improved to be more readable: "[B2-C3-D4 @ 0/3]" 2022-09-25 13:18:04 +07:00
vis2k
27398721a2 Extensions: ArraySegment.ToHexString for convenience 2022-09-25 13:17:02 +07:00
vis2k
9525a4649d NetworkReader.ReadBytesSegment: ensure count >= 0 & guarantee exception with test. 2022-09-25 13:09:54 +07:00
vis2k
44e56ae753 NetworkReader.ReadBytes: ensure count >= 0 & guarantee exception with test.
previously it did throw the same exception unintentionally in the Array.Copy call
2022-09-25 13:08:45 +07:00
vis2k
c64925f9f6 Tests cleanup 2022-09-25 13:04:06 +07:00
vis2k
78fb0b57ae NetworkReader.ReadBytesSegment: use .Remaining 2022-09-25 13:00:57 +07:00
vis2k
98be66ec13 NetworkReader.ReadBytes: use .Remaining 2022-09-25 13:00:38 +07:00
vis2k
6e042ed2a8 NetworkReader.ReadBlittable: use .Remaining 2022-09-25 13:00:13 +07:00
vis2k
81e666af9e NetworkReader: remove SetBuffer byte[] variant. implicit ArraySegment conversion is enough. 2022-09-25 12:48:09 +07:00
vis2k
0ffa971413 NetworkReader: remove byte[] constructor, implicit ArraySegment constructor is enough 2022-09-25 12:46:47 +07:00
vis2k
c9642dbbb2 NetworkReader.ReadArray: use .Remaining 2022-09-25 12:44:06 +07:00
vis2k
451cd26b47 syntax 2022-09-25 12:43:19 +07:00
vis2k
5fa5269a11 NetworkReader: more readable syntax 2022-09-25 12:43:12 +07:00
vis2k
d3ee9e325e NetworkReader.Length renamed for Capacity (more obvious, similar to List.Capacity) 2022-09-25 12:43:03 +07:00
vis2k
ee6bbaa8ba NetworkReader.Remaining uses buffer.Count directly 2022-09-25 12:40:12 +07:00
vis2k
e3c4bf5eba syntax 2022-09-25 12:38:08 +07:00
vis2k
cf0b884c1f MessagePacking renamed to NetworkMessages (it contains more network message code than just packing) 2022-09-25 12:21:38 +07:00
vis2k
8249508fa7 MessagePacking.Unpack renamed to PackId for consistency 2022-09-25 12:10:29 +07:00
vis2k
1baadc1dbe syntax & comments 2022-09-25 12:08:13 +07:00
vis2k
458eeca0e8 syntax 2022-09-25 12:07:14 +07:00
vis2k
92a766af36 update comment 2022-09-25 12:06:16 +07:00
vis2k
4d5bf360ec MessagePacking.GetId: remove unnecessary AND 2022-09-25 12:05:28 +07:00
vis2k
16c572cfc4 syntax 2022-09-25 12:05:17 +07:00
vis2k
13e6c77bad MessagePacking.HeaderSize renamed to IdSize 2022-09-25 12:03:49 +07:00
vis2k
c97bf5a06a syntax 2022-09-25 12:00:03 +07:00
vis2k
f24acb6372 Transport.activeTransport renamed to .active 2022-09-25 12:00:03 +07:00
vis2k
94345c94bf Tests: Mathd 2022-09-25 11:50:56 +07:00
vis2k
dea63ba59e syntax 2022-09-25 11:49:35 +07:00
vis2k
827a6d310c syntax 2022-09-25 11:49:11 +07:00
vis2k
4ea52a0283 fix: InterestManagement.Awake is now protected virtual (#3214) 2022-09-24 22:13:46 +07:00
vis2k
6ba926bcb1 NetworkManager: serverTickInterval for convenience (prepares for remote statistics) 2022-09-24 22:08:20 +07:00
vis2k
80abe21047 NetworkManager: auto connect client build option for CCU test bots 2022-09-24 22:08:03 +07:00
vis2k
4d5e55511c Utils.KeepInScreen 2022-09-24 22:02:35 +07:00
vis2k
4dd3c6df8c Utils.PrettySeconds 2022-09-24 22:02:30 +07:00
vis2k
72f65a1b66 rename folder 2022-09-24 21:58:23 +07:00
vis2k
c49cc5f422 Examples/_Common folder 2022-09-24 18:17:39 +07:00
vis2k
4430001521 breaking: perf: assetId as uint instead of Guid. saves 12 bytes and much conversion magic (as suggested by james). may need to resave prefabs once in case of spawn issues. 2022-09-24 18:08:12 +07:00
vis2k
9c5e10f71b breaking: NetworkBehaviour.SerializeSyncVars return type changed from bool to void to simplify weaver (and reduce branches) 2022-09-24 17:30:20 +07:00
vis2k
7c7f83362b breaking: perf: NetworkIdentity/NetworkBehaviour OnSerialize return type changed from bool to void to a-void confusion (and branches) 2022-09-23 14:21:48 +07:00
vis2k
92ff55120a weaver comments 2022-09-23 14:21:31 +07:00
vis2k
29fef498eb Weaver NetworkBehaviourProcessor: add explanation 2022-09-23 14:19:25 +07:00
vis2k
e63742523c fix broken tests caused by default transport adding. also fixes tests using kcp unintentionally. 2022-09-23 13:55:54 +07:00
vis2k
99851945e9 NetworkManager.transport field made public so it can be set from tests 2022-09-23 13:55:17 +07:00
vis2k
b82bb86fc7 remove unused import 2022-09-23 13:39:12 +07:00
vis2k
6941df570c NetworkAnimator: remove unnecessary XML comments 2022-09-23 13:37:13 +07:00
vis2k
498c3c568a remove unused imports 2022-09-23 13:32:24 +07:00
vis2k
63e3780ecd Runtime folder renamed to Core. makes it more obvious that Components/, Transports/, Authenticators/ etc. are optional 2022-09-23 13:30:08 +07:00
vis2k
f1e53a09ae remove old Runtime/Transports folder 2022-09-23 13:29:21 +07:00
vis2k
7a8a3c6e1e KCP transport moved to root Transports folder; removed old auto upgrading which would require a circular dependency 2022-09-23 13:27:19 +07:00
vis2k
70d82f844d kcp2k moved to root Transports folder 2022-09-23 13:25:57 +07:00
vis2k
8abf17acae Middleware transport moved to root Transports folder 2022-09-23 13:24:55 +07:00
vis2k
3e4f4d7614 Multiplex transport moved to root Transports folder 2022-09-23 13:23:33 +07:00
vis2k
1507c764cc Telepathy transport moved to root Transports folder 2022-09-23 13:21:56 +07:00
vis2k
1c9101b3d4 LatencySimulation transport moved to root Transports folder 2022-09-23 13:21:21 +07:00
vis2k
78e65c40ec Transports folder next to Components; SimpleWebTransport moved from Runtime to Transports 2022-09-23 13:19:19 +07:00
vis2k
de830650a5 script icons 2022-09-23 13:12:47 +07:00
vis2k
a8c84fe9b8 perf: NetworkIdentity.assetId is now cached to avoid expensive "new GUID" construction 2022-09-17 17:13:56 +08:00
vis2k
a94fe67c23 Utils.IsSceneObject common function for NetworkServer/Client 2022-09-17 17:04:25 +08:00
vis2k
a99bc0ebf5 NetworkClient: ConsiderForSpawning renamed to IsSceneObject because that's what it checks 2022-09-17 16:58:52 +08:00
vis2k
4654a281f3 NetworkServer: ValidateSceneObject renamed to IsSceneObject - that's what it checks 2022-09-17 16:58:13 +08:00
vis2k
0fbf400697 fix: Tanks demo: remove light from projectile as well to fix visual glitches 2022-09-17 16:53:15 +08:00
vis2k
478e1d8c0e perf: NetworkWriter.WriteString now writes directly into the buffer without the intermediate stringBuffer step 2022-09-17 16:51:03 +08:00
vis2k
ed8e5529ad syntax 2022-09-17 16:42:49 +08:00
vis2k
ddb79ab0eb NetworkLoop: remove old Unity 2018 code 2022-09-17 16:36:20 +08:00
vis2k
fc0a40f802 syntax 2022-09-17 16:35:19 +08:00
vis2k
5c04b84108 fix: Tanks demo: remove tank prefab spotlight causing visual glitches 2022-09-17 16:27:30 +08:00
vis2k
18abba3506 NetworkBehaviour.ComponentIndex changed to byte for consistency 2022-09-17 16:19:39 +08:00
vis2k
3e4b5b3660 perf: Grid2D initial capacity to avoid warmup allocations 2022-09-17 16:13:09 +08:00
vis2k
a6f450710c perf: Grid2D as struct to avoid memory indirection 2022-09-17 16:11:38 +08:00
vis2k
34e6e8fbd3 readonly 2022-09-17 16:09:40 +08:00
vis2k
dac82ed1e2 NetworkStatistics: expose statistics to other components 2022-09-15 13:17:38 +08:00
vis2k
bb4f2b99ec MIRROR_2022_9_OR_NEWER 2022-09-15 12:16:40 +08:00
vis2k
ac352c084d NetworkManager.GetStartPosition can now be overwritten 2022-09-14 21:38:57 +08:00
vis2k
4b75d2b53d ConsiderForSpawning & ValidateSceneObject explanations 2022-09-10 21:32:36 +08:00
vis2k
7b08d3afdd NetworkScenePostProcess set inactive explanation 2022-09-07 13:21:09 +08:00
Robin Rolf
17446f3aa3
perf: Application.isPlaying in hot path is slow (#3210)
This showed up during a recent il2cpp profile and is accounting for 1% of total cpu usage while being completely unnecessary outside of the editor
https://share.dl.je/2022/08/2022-08-28_14-44-14_CfEcmlR1L6.png
2022-09-01 19:58:32 +08:00
Yu Long
aac75491ac
Add Check for NetworkServer.Spawn (#3205)
* Added a check for repeatedly calling NetworkServer.Spawn on the same gameObject

* Update NetworkServer.cs

Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2022-08-25 11:56:07 +08:00
vis2k
d9394b0dc8 fix: Telepathy Always enqueue Disconnected event (from imer) 2022-08-12 13:01:19 +08:00
Robin Rolf
1891d46b3c
fix: Telepathy ClientDisconnect calls DC event (#3198)
Kcp calls OnDisconnected for manual disconnections too so this is more consistent
2022-08-08 15:07:43 +08:00
hyouuu
8d1061089b
Make NetworkPingDisplay's width & height configurable (#3196) 2022-08-08 10:23:56 +08:00
vis2k
88825e45d5 fix: LatencySimulation error 2022-07-25 23:25:34 +08:00
vis2k
589e1f6258 Benchmark Example: backport FPS counter from Mirror II 2022-07-25 21:24:51 +08:00
eiei114
96b87ae260
fix comment typo (#3194) 2022-07-24 16:47:25 +08:00
vis2k
9846468dcc fix test 2022-07-22 12:40:12 +08:00
vis2k
0b984caced fix test 2022-07-22 12:39:43 +08:00
vis2k
77cac1b03d fix test 2022-07-22 12:38:52 +08:00
vis2k
e8fae820d1 fix test 2022-07-22 12:28:31 +08:00
vis2k
7f680ec775 fix test 2022-07-22 12:26:06 +08:00
vis2k
1320472b10 perf: Read/WriteGuid without allocations 2022-07-22 12:26:06 +08:00
vis2k
5f4a03109d fix: breaking: Spatial hashing interest management resolution formula fixed. this is why spatial hashing visibility range always seemed a bit lower than with distance interest management. 2022-07-11 23:40:37 +08:00
vis2k
97fe2764bc Tests: Grid2D proper setup 2022-07-11 20:43:56 +08:00
vis2k
0cff9d6f5d
feature: Snapshot Interpolation V2 (make sure call base Awake() when inheriting!; note this removes the interpolatePosition/Rotation/Scale options) (#3184)
* yo

* fix bug exposed by tests

* tests and latest changes

* NT
2022-06-26 20:03:42 +08:00
vis2k
880a4eebd6 Snapshot Interpolation Demo: adjust namespaces so we can use 'SnapshotInterpolation.' to actual 2022-06-16 13:26:38 +07:00
vis2k
db50c39b91 fix: Snapshot Interpolation Demo: assign material color to instanced material, fixes material asset changing color permanently 2022-06-13 18:18:59 +07:00
vis2k
f92942bb5f Snapshot Interpolation Demo: vsync notice 2022-06-13 18:17:50 +07:00
vis2k
1b0901e966 fix: Snapshot Interpolation Example: latency was accidentally applied to remoteTime instead of delivery time 2022-06-13 17:48:09 +07:00
vis2k
9915f4c0b3 Snapshot Interpolation Demo: simplify latency jitter for easier testing 2022-06-13 17:46:31 +07:00
vis2k
5063fdd08f LatencySimulation: latencySpike renamed to jitter 2022-06-13 12:18:28 +07:00
vis2k
999cf0fe32 Snap Interp demo GUI width 2022-06-12 00:15:08 +07:00
Justin Nolan
19efa2dd86
Fix compile error (#3179) 2022-06-10 22:53:05 +09:00
Justin Nolan
4b40dea700
switch expressions are not supported in unity 2020 (#3178) 2022-06-10 22:25:38 +09:00
Robin Rolf
d48d59cc08
fix: SWT header lookup needs to be case insensitive (#3176)
* fix: SWT header lookup needs to be case insensitive

See https://github.com/vis2k/Mirror/issues/3175
Closes #3175

* fix: SWT skips headers just ending in the key name

See 3495845b8c
2022-06-09 10:54:23 +08:00
vis2k
7bfa0906b0
Snapshot Interpolation visual example (#3171) 2022-06-09 10:53:49 +08:00
vis2k
e04293f980 breaking: SnapshotInterpolation.Compute(): add 'out catchup' for debugging 2022-06-03 16:40:53 +07:00
MrGadget
6de039cf9d Merge branch 'master' of https://github.com/vis2k/Mirror 2022-05-31 08:29:04 -04:00
MrGadget
77259e1c31 change label text 2022-05-31 08:28:52 -04:00
vis2k
f65b9cadbe Write/ReadBlittable explanation why private 2022-05-27 22:45:12 +07:00
vis2k
bb8412d5e7 NetworkIdentity Serialization: explain write index 2022-05-26 23:32:08 +07:00
MrGadget
adb66b427c
NetworkBehaviour: Improved logging (#3165)
* NetworkBehaviour: Improved logging

* NetworkBehaviour: Improved logging
2022-05-25 14:33:23 -04:00
MrGadget
50e6bb1101 Online scene removed Safety plane 2022-05-14 12:20:30 -04:00
MrGadget
8139c28ff0 Online scene lighting 2022-05-14 12:19:55 -04:00
MrGadget
4c52c13160 Removed CanvasRenderer 2022-05-14 12:10:27 -04:00
MrGadget
e0e098531e fixed NetworkManager Script Tempate
- broken by PR #3158
2022-05-13 10:32:44 -04:00
MrGadget
6ac03a02d6 Improved Chat example 2022-05-13 10:09:49 -04:00
MrGadget
876adb8f42 Improved Chat example 2022-05-13 09:54:12 -04:00
MrGadget
e27a1cd1e7 Improved Chat example 2022-05-13 09:39:22 -04:00
vis2k
096fe38080
breaking: OnError(Exception) changed to OnError(enum, reason) (#3158)
* TransportError

* adjust mirror

* obsoletes

* adjust transports

* Refused
2022-05-13 17:28:47 +08:00
vis2k
a2d35b82b6 Transport syntax: group fields together 2022-05-12 12:36:48 +08:00
vis2k
91e2a0f79b feature: kcp2k V1.19: OnError ErrorCodes 2022-05-12 10:30:59 +08:00
MrGadget
d3fa0c67e5
fix: NetworkClient - Check for duplicate sceneId (#3157)
* fix: NetworkClient - Check for duplicate sceneid

* renamed local var

* Update NetworkClient.cs

Co-authored-by: vis2k <info@noobtuts.com>
2022-05-12 00:06:43 +08:00
MrGadget
a8202e5d0c renamed local var 2022-05-11 10:59:10 -04:00
MrGadget
c35ddd20db fix: NetworkClient - Check for duplicate sceneid 2022-05-11 10:41:10 -04:00
vis2k
1e40bb4f00 NetworkClient/NetworkServer OnTransportError now logs a warning instead of an exception, indicating that it's a transport error and that it's fine. otherwise all kcp info/warnings would now be logged as exceptions 2022-05-08 10:51:22 +08:00
vis2k
ed8911dfef NetworkServer.OnError renamed to OnTransportError for consistency 2022-05-08 10:46:04 +08:00
vis2k
4c758c25dc NetworkClient.OnError renamed to OnTransportError for consistency 2022-05-08 10:45:31 +08:00
vis2k
35f1f225f3 fix: kcp2k V1.18
- feature: OnError to allow higher level to show popups etc.
- feature: KcpServer.GetClientAddress is now GetClientEndPoint in order to
  expose more details
- ResolveHostname: include exception in log for easier debugging
- fix: KcpClientConnection.RawReceive now logs the SocketException even if
  it was expected. makes debugging easier.
- fix: KcpServer.TickIncoming now logs the SocketException even if it was
  expected. makes debugging easier.
- fix: KcpClientConnection.RawReceive now calls Disconnect() if the other end
  has closed the connection. better than just remaining in a state with unusable
  sockets.

=> error handling based on #3155
=> fixes #3143
2022-05-08 10:42:32 +08:00
MrGadget
c65eed8ea8 Merge branch 'master' of https://github.com/vis2k/Mirror 2022-05-06 12:20:34 -04:00
MrGadget
efa2b3d4ca Syntax 2022-05-06 12:20:23 -04:00
MrGadget
876d6d86dc removed private 2022-05-06 12:19:50 -04:00
vis2k
818e0ca9fd NetworkServer.SendToObservers: use explicit NetworkConnectionToClient type 2022-04-29 19:01:26 +08:00
vis2k
298435001a fix: #3144 Reader/Writer Sprite null support & test to guarantee it never happens again 2022-04-29 10:08:33 +08:00
vis2k
f413c91cde Test: Reader/Writer Sprite 2022-04-29 10:05:23 +08:00
vis2k
ae1c7c5fe4 fix: #3144 Reader/Writer Texture2D null support & test to guarantee it never happens again 2022-04-29 09:59:52 +08:00
vis2k
b709453057 fix: NetworkReader/Writer Texture2D now sends dimensions too. fixes "Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')" 2022-04-29 09:55:19 +08:00
vis2k
d235037954 fix: NetworkReader.ReadTexture2D fixed 'reader not found for Color32[]' error when using it from tests 2022-04-29 09:44:58 +08:00
vis2k
3a742bb7da Tests: NetworkReader/Writer Texture2D tests added 2022-04-29 09:44:54 +08:00
vis2k
728e6e2fdf syntax 2022-04-28 18:53:37 +08:00
vis2k
6c1dc5255e remove unused import 2022-04-20 10:33:53 +08:00
vis2k
1aaa4ce2a4
perf: Cmd/Rpc bandwidth hash size reduced from 4 => 2 bytes (#3148) 2022-04-20 11:33:14 +08:00
vis2k
98d7a9d7d1 NetworkReader/Extensions: inlining ReadBlittable is enough. Don't inline ReadInt etc. too, we don't want ReadBlittable to be copied in place everywhere. 2022-04-20 10:28:30 +08:00
vis2k
4ffb9dfafc NetworkWriter/Extensions: inlining WriteBlittable is enough. Don't inline WriteInt etc. too, we don't want WriteBlittable to be copied in place everywhere. 2022-04-20 10:26:43 +08:00
vis2k
cebfab010f fix: Benchmark movement destinations set around start, not around position. prevents them from stopping to move because of the wander off protection. 2022-04-19 13:29:38 +08:00
MrGadget
99d3a91f17 Fixed Authenticator Comments
- Fixes #3146
2022-04-18 22:58:16 -04:00
MrGadget
2db726df2e fix: TeamInterestManagement OnDestroyed logic 2022-04-18 09:07:15 -04:00
MrGadget
0e9d86f563
breaking: Removed Obsoletes (#3142)
* Removed Experimental NetworkTransform

* NetworkRoomManager: Removed Obsoletes

* NetworkTransformBase: Removed Obsoletes

* NetworkBehaviour: Removed Obsoletes

* NetworkManager: Removed Obsoletes

* NetworkServer: Removed Obsoletes

* SyncObject: Removed Obsoletes

* fixed comment

* fixed XML comment
2022-04-18 08:05:53 +07:00
MrGadget
8d07be97ed fixed XML comment 2022-04-17 12:40:17 -04:00
MrGadget
63fdd53903 fixed comment 2022-04-17 12:23:44 -04:00
vis2k
3839fafade remove unused import 2022-04-17 14:16:36 +08:00
vis2k
bec8e01c69 MIRROR_66_0_OR_NEWER 2022-04-17 14:01:24 +08:00
MrGadget
9c47d87bce XML Comments 2022-04-16 12:46:33 -04:00
MrGadget
c86deedbd9 Updated NetworkStatistics
- Reorganized to method call order
- Added component attributes
- XML comments for docs
2022-04-16 12:24:15 -04:00
vis2k
4d0cd1054a
fix: #3138, 3135 revert Cmd/Rpc from 2 byte indices back to 4 byte function hashes for stability (#3139)
* Revert "fix: Weaved static constructors need to always run (#3135)"

This reverts commit b0624b2f64.

* Revert "perf: Rpcs/Cmds functionHash bandwidth reduced from 4 => 2 bytes (with the potential for 1 byte VarInt) (#3119)"

This reverts commit a868368eca.

* comment
2022-04-16 19:53:55 +07:00
MrGadget
3dba6a3833 NetworkRoomManager log update 2022-04-15 11:25:14 -04:00
Robin Rolf
b0624b2f64
fix: Weaved static constructors need to always run (#3135)
Static constructors are lazily called when the class is first "used"
 https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/static-constructors
 > It is called automatically before the first instance is created or any static members are referenced.
 This means, in particular circumstances, client and server may diverge on which classes they have "loaded"
 and thus the rpc index will be desynced
 One such example would be on-demand-loading of prefabs via custom spawn handlers:
   A game might not want to preload all its monster prefabs since there's quite many of them
   and it is practically impossible to encounter them all (or even a majority of them) in a single play
   session.
   So a custom spawn handler is used to load the monster prefabs on demand.
   All monsters would have the "Monster" NetworkBehaviour class, which would have a few RPCs on it.
   Since the monster prefabs are loaded ONLY when needed via a custom spawn handler and the Monster class
   itself isn't referenced or "loaded" by anything else other than the prefab, the monster classes static
   constructor will not have been called when a client first joins a game, while it may have been called
   on the server/host. This will in turn cause Rpc indexes to not match up between client/server
 By just forcing the static constructors to run via the [RuntimeInitializeOnLoadMethod] attribute
 this is not a problem anymore, since all static constructors are always run and all RPCs will
 always be registered by the time they are used
2022-04-12 12:00:15 +08:00
MrGadget
3188472f74 Syntax: same method grouping as NetworkReaderExtenstions 2022-04-11 09:42:23 -04:00
MrGadget
2f76c73c41 fix: NetworkWriterExtensions:WriteTexture2D call WriteArray instead of Write 2022-04-11 09:12:35 -04:00
vis2k
92c5b54034 add comment 2022-04-04 20:36:42 +08:00
vis2k
eded0a2b15 fix: #2705 NetworkClient.SpawnPrefab looks for spawn handlers before looking for registered prefabs, instead of the other way around 2022-04-04 19:21:26 +08:00
vis2k
7d4a9c46e4 NetworkClient: RegisterPrefabIdentity double registration warning improved with explanation (related to #2705) 2022-04-04 19:13:46 +08:00
vis2k
1a256b5060 Tanks Example: destroy projectile after 2 seconds instead of 5 seconds 2022-04-04 11:51:57 +08:00
vis2k
1a09f0dc58 Tanks Example: reuse DestroySelf() 2022-04-04 11:39:44 +08:00
vis2k
1a6c5de8ac
fix: #2060 serializing GameObjects / NetworkIdentities now throws an obvious exception for prefabs / unspawned objects (#3132)
* fix: #2060 serializing GameObjects / NetworkIdentities now throws an obvious exception for prefabs / unspawned objects

* NetworkWriter: WriteGameObject reuses WriteNetworkIdentity

* warning instead of exception
2022-04-04 01:24:35 +08:00
vis2k
3ec5ca758e comment 2022-04-03 11:39:30 +08:00
vis2k
243821f5b1 fix: #2972 ReadNetworkBehaviour now reads the correct amount of data even if the NetworkIdentity has disappeared on the client.
added test to guarantee it never happens again.
2022-04-03 10:50:04 +08:00
vis2k
a92189b272 ReadNetworkIdentity: reuse Utils.GetSpawnedInServerOrClient 2022-04-03 10:47:54 +08:00
MrGadget
c81a4374b2 fixed comment 2022-04-01 17:29:23 -04:00
MrGadget
c79c6d1e70 fix: Correct version for Queue.TryDequeue
- fixes #3131
2022-04-01 17:19:37 -04:00
vis2k
3d471db938 fix: added Queue.TryDequeue extension for Unity 2019 2022-04-01 17:18:12 +08:00
vis2k
6c2559a73e
perf: Build batches directly instead of queuing serializations (#3130)
* rename

* so far

* better

* fixx

* old

* error

* typo

* comment
2022-04-01 13:46:38 +08:00
Robin Rolf
1631402bd7
fix: Byte format test uses current culture (#3126)
Since some may use , instead of . as their decimal place seperator

Error:
String lengths are both 7. Strings differ at index 1.
  Expected: "1.00 KB"
  But was:  "1,00 KB"
2022-03-26 13:06:30 +08:00
vis2k
d8774ecd47 fix: #2954 calling StopClient in host mode does not destroy other client's objects anymore 2022-03-23 23:58:47 +08:00
vis2k
6f981224a9 fix: #2954 calling StopClient in host mode does not reset nextNetId anymore 2022-03-23 23:55:35 +08:00
vis2k
3d6c41a595
fix: #3122 DestroyAllClientObjects now also resets after unspawn handler was called (#3124) 2022-03-23 23:54:58 +08:00
MrGadget
cca7afdd08 MultipleMatches example fixed 2022-03-23 07:19:36 -04:00
MrGadget
3024427933 Fixed comments 2022-03-23 07:19:36 -04:00
vis2k
2c138c5d71 hasAuthority comment updated 2022-03-22 22:51:48 +08:00
vis2k
012d7a5d1e Tests: runtime clientscene tests simplified and they don't rely on host mode anymore 2022-03-22 22:51:35 +08:00
vis2k
4b207d2994 fix: NetworkStatistics Unity 2019 support (part two) 2022-03-19 01:45:13 +08:00
vis2k
8f357d5961 fix: NetworkStatistics Unity 2019 support 2022-03-15 00:23:11 +08:00
vis2k
f4ceb067c9 perf: NetworkTime ExponentialMovingAverage .Value & .Var as fields instead of properties to avoid call overhead 2022-03-12 20:26:40 +08:00
vis2k
d979880c5f perf: NetworkTime.time inlined 2022-03-12 20:26:20 +08:00