MrGadget
436ada9a0b
feat(SyncSet): Add individual Actions for operations
...
Deprecates Callback Action.
2024-09-21 16:31:34 -04:00
MrGadget
d132a53cd1
style(SyncSetTest): code formatting
2024-09-21 16:31:34 -04:00
MrGadget
bbf85c689d
fix(SyncSet): Clear after Callback
...
Allows users to iterate the set before it's wiped
2024-09-21 16:31:34 -04:00
MrGadget
a74a3d8db2
fix(SyncSet): Change Callback to Action
2024-09-21 16:31:34 -04:00
MrGadget
4c5a5dfec3
style(SyncSetTest): code formatting
2024-09-21 16:31:34 -04:00
MrGadget
f86acf6bed
chore(SyncSet): code formatting
2024-09-21 16:31:34 -04:00
mischa
c9896c6f3e
readme
2024-09-21 16:31:34 -04:00
mischa
c330942c9f
Prediction Example: stacked predicted boxes
2024-09-21 16:31:34 -04:00
mischa
867bf7c492
PredictedRigidbody: sync & show remote.sleeping to easier debug objects coming to rest
2024-09-21 16:31:34 -04:00
MrGadget
824712df9c
feat(SyncList): Add individual Actions for operations ( #3794 )
2024-09-21 16:31:34 -04:00
MrGadget
1919e61856
style(SyncListTest): Formatting
2024-09-21 16:31:34 -04:00
MrGadget
0e6661f36a
chore(:SyncListTest): Improved tests
2024-09-21 16:31:34 -04:00
MrGadget
aecc8f2587
fix(SyncList): Clear after Callback
...
Allows users to iterate the list before it's wiped
2024-09-21 16:31:34 -04:00
MrGadget
c7305db462
fix(SyncList): Change Callback to Action
2024-09-21 16:31:34 -04:00
mischa
dc2f35a347
fix: PredictedRigidbody now always teleports to corrections to avoid objects not being able to move to a corrected position if there's another object inbetween
2024-09-21 16:31:34 -04:00
MrGadget
fb1fc3a0ae
style(SyncList): formatting
2024-09-21 16:31:34 -04:00
mischa
bdac4445ca
PredictedRigidbody: virtual Awake
2024-09-21 16:31:34 -04:00
F_CIL
06f0a4b291
Update comments for SyncVar ( #3792 )
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The current comments for SyncVar is somewhat misleading. That is to say, it is mentioned in the comments that SyncVar can only be modified on the server side, and will be automatically synchronized to the client. But in fact, if syncDirection is set to ClientToServer, SyncVar should be modified on the client and automatically synchronized to the server and other clients. The same error exists in the comments of hook attribute
2024-09-21 16:31:34 -04:00
MrGadget
5c52e78b10
feat(SyncDictionary): Add individual Actions for operations ( #3791 )
2024-09-21 16:31:34 -04:00
MrGadget
5c96c81e35
SyncDictionary: Add oldValue to AddOperation ( #3790 )
...
This is preparation for Actions coming in subsequent PR.
2024-09-21 16:31:34 -04:00
MrGadget
877067af76
fix(SyncDictionary): Clear after Callback ( #3789 )
2024-09-21 16:31:33 -04:00
MrGadget
05d68f91af
chore(SyncDictionaryTest): Improved tests
2024-09-21 16:31:33 -04:00
MrGadget
0b8b11e78f
style(SyncDictionary): code formatting
2024-09-21 16:31:33 -04:00
mischa
ea01b7c060
Billiards readme: link prediction article
2024-09-21 16:31:33 -04:00
mischa
a0bb738705
Billiards (not predicted): add latency simulation and improve explanation
2024-09-21 16:31:33 -04:00
mischa
cded6bc736
Predicted Billiards: fix pocket resets for latest prediction and update Readme to be ready for users!
2024-09-21 16:31:33 -04:00
mischa
e564ff92d0
Predicted Billiards: fix Rigidbody access for latest prediction
2024-09-21 16:31:33 -04:00
mischa
8334f3549c
Predicted Billiards: fix dragging with predicted Rigidbody
2024-09-21 16:31:33 -04:00
mischa
a3e8ef0b8f
Predicted Billiards: fix ghost materials
2024-09-21 16:31:33 -04:00
mischa
a3e6dd3cb5
perf: Prediction.CorrectHistory removed O(N) insertion. adjusting successive values is enough.
2024-09-21 16:31:33 -04:00
mischa
1d004dcd21
fix: Prediction.CorrectHistory now adjusts afterIndex after removals/insertions
2024-09-21 16:31:33 -04:00
mischa
39338b413d
Prediction: explain insertions complexity
2024-09-21 16:31:33 -04:00
MrGadget
1eecc055c5
fix(SimpleWeb.jslib): Locally Scope Runtime
2024-09-21 16:31:33 -04:00
MrGadget
e257232517
style(SimpleWeb.jslib): Code formatting
2024-09-21 16:31:33 -04:00
MrGadget
c373f9f0e7
fix(SimpleWeb): scope websocket locally instead of globally
2024-09-21 16:31:33 -04:00
Robin Rolf
714f231d43
fix(LobbyServiceCreateDialogue): Added warning about Edgegap Lobby Name bug ( #3783 )
2024-09-21 16:31:33 -04:00
Robin Rolf
16f892e94d
fix: Edgegap Lobby Create UI Tweaks ( #3782 )
...
* chore: Edgegap Lobby Create UI Tweaks
* 3 loading dots
* help urls
2024-09-21 16:31:33 -04:00
MrGadget
501129fb68
EncryptionTransportInspector: Fixed button label
2024-09-21 16:31:33 -04:00
MrGadget
8eda3231be
fix(EdgegapLobbyKcpTransport): Fixed HelpURL
2024-09-21 16:31:33 -04:00
Robin Rolf
074e0d6dc6
chore: old unity compat for PredictedRigidbody ( #3781 )
2024-09-21 16:31:33 -04:00
Robin Rolf
9ce8f9b5f8
feat: Edgegap Lobby Transport & Demo ( #3780 )
...
* feat: Edgegap Lobby Transport & Example
* Code Cleanup
* Rename data -> models
* Remove debug logs
* Log errors as OnClient/ServerError dont always log
* Only show joinable lobbies
* naming
* Transport help url
* old unity compat
* Unity 2020 compat as well
* Readme
* lobby name is required + correct placeholder
* Update lobby ui prefab too
* Lobby creation ui tweaks
* lobby url tooltip tweak
* Remove test lobby url
2024-09-21 16:31:33 -04:00
mischa
9d7de40aa7
Prediction: RingBuffer perf comments
2024-09-21 16:31:33 -04:00
mischa
7cf0b884a6
perf: PredictedRigidbody MoveTowardsCustom: only calculate distance factor once
2024-09-21 16:31:33 -04:00
mischa
8705a9b0c2
perf: PredictedRigidbody MoveTowardsCustom
2024-09-21 16:31:33 -04:00
mischa
eb93ce4e3d
perf: PredictedRigidbody smoothFollowThreshold squared caching
2024-09-21 16:31:33 -04:00
mischa
237ffac7a9
PredictedRigidbody: update hard follow commented code
2024-09-21 16:31:33 -04:00
mischa
501867cda0
perf: PredictedRigidbody caches physics transform to use GetPositionAndRotation
2024-09-21 16:30:36 -04:00
mischa
fbb3d563ba
perf: PredictedRigidbody UpdateGhosting: only every few frames
2024-09-21 16:30:36 -04:00
mischa
fb5adf3fb7
prediction benchmark updated
2024-09-21 16:30:36 -04:00
mischa
0657da87ea
perf: PredictedRigidbody RecordState only grabs count once
2024-09-21 16:30:36 -04:00
mischa
2ecafaa634
perf: PredictedRigidbody state properties inlined
2024-09-21 16:30:36 -04:00
mischa
4f642d73a3
perf: PredictedRigidbody RecordState only calls NetworkTime.time getter once
2024-09-21 16:30:36 -04:00
mischa
39fbaabd3b
perf: PredictedRigidbody FixedUpdate caches sqr computations
2024-09-21 16:30:36 -04:00
mischa
c8f022584a
inlining
2024-09-21 16:30:36 -04:00
mischa
ae0a6a9c3e
perf: PredictedRigidbody caches IsMoving sqr computations
2024-09-21 16:30:36 -04:00
mischa
0789d41798
perf: PredictedRigidbody syncs a blittable struct once instead of doing 5 separate reads/writes
2024-09-21 16:30:36 -04:00
mischa
9497121c45
PredictedSyncData struct first step: same reads & writes
2024-09-21 16:30:36 -04:00
mischa
ed12063f49
perf: PredictedRigidbody doesn't log "Separating Physics" anymore
2024-09-21 16:30:36 -04:00
mischa
75fb9ff57c
perf: Prediction.Sample() removed SortedList foreach iteration allocations(!)
2024-09-21 16:30:36 -04:00
mischa
1083dc5504
perf: PredictedRigidbody doesn't log hard correction when ahead anymore
2024-09-21 16:30:36 -04:00
mischa
07eba2dfc6
PredictedRigidbody: syntax
2024-09-21 16:30:36 -04:00
mischa
597fd933c4
PredictedRigidbody: OnDeserialize parsing grouped together (syntax change)
2024-09-21 16:30:36 -04:00
mischa
8b86e709be
Prediction: syntax
2024-09-21 16:30:36 -04:00
mischa
7cc63de0ec
readme changed from .txt to .md for formatting
2024-09-21 16:30:36 -04:00
mischa
4b1d179a76
Examples: Prediction Benchmark with readme & current results
2024-09-21 16:30:36 -04:00
mischa
7702db6e03
PredictedRigidbody: make .predictedRigidbody accessible to other components!
2024-09-21 16:30:36 -04:00
MrGadget
00069b9c7c
fix(ILPostProcessorAssemblyResolver): Ignore Bee.BeeDriver
...
- There is now BeeDriver2, so using StartsWith
2024-09-21 16:30:36 -04:00
Robin Rolf
5bb5c72af9
fix: EdgegapKcp StopHost() null reference exception ( #3779 )
...
see https://github.com/MirrorNetworking/Mirror/issues/3708
2024-09-21 16:30:36 -04:00
mischa
dcfab19ab8
fix : #2503 Weaver Custom Read Write functions for Serialization not working over multiple assembly definitions
2024-09-21 16:30:36 -04:00
MrGadget
58863e16a7
SimpleWebTransport: moved overrides down
2024-09-21 16:30:36 -04:00
Robin Rolf
88f4400570
feat: SWT overrides Transport.IsEncrypted & EncryptionCipher ( #3777 )
...
TLS isn't technically correct, but there's no good way to get that info
2024-09-21 16:30:36 -04:00
Robin Rolf
ab57b62cbe
feat: EncryptionTransport overrides IsEncrypted & Cipher ( #3776 )
2024-09-21 16:30:36 -04:00
mischa
35a3d86e87
feat(Transport): IsEncrypted, EncryptionCipher virtuals
2024-09-21 16:30:36 -04:00
mischa
42c9e6fc62
fix: NetworkServer.OnCommandMessage NullReferenceException due to log message accessing a guaranteed-to-be-null value
2024-09-21 16:30:36 -04:00
mischa
b90f6f30ab
fix: NetworkServer.Destroy now warns instead of throwing for null objects again
2024-09-21 16:30:35 -04:00
Robin Rolf
c15d465874
chore: EncryptionTransport help url ( #3774 )
2024-09-21 16:30:35 -04:00
MrGadget
c9206716c0
Removed empty folder meta
2024-09-21 16:30:35 -04:00
MrGadget
4c36f35fdd
breaking: Asset Store Release
...
BREAKING CHANGE: Asset Store Release
2024-09-21 16:30:35 -04:00
Robin Rolf
8f0a952d16
fix: EncryptionTransport uses KDF to ensure fixed size key ( #3773 )
...
* reset _time
* fix: EncryptionTransport use KDF to ensure fixed size key
* Expose pub key through transport
* Old Unity compat
2024-09-21 16:30:35 -04:00
Robin Rolf
d929a9a9ea
feat: EncryptionTransport ( #3768 )
...
* initial working transport
* code cleanup & transport wrap tests
* better connection tests
* Handle bouncycastle exceptions
* clean up usings
* Mirror icon :)
* list to allow for removing entries during loop
* Profiler sampling
* Unity 2019 compat
* code style
* pubkey validation
* use builtin aes engine selector
this is overly optimistic, as the hardware accelerated engine is only available on .net core 3 or higher
* Older unity version fix
2024-09-21 16:30:35 -04:00
mischa
f54b281af7
MIRROR_88_OR_NEWER
2024-09-21 16:30:35 -04:00
mischa
7715ac700b
fix: NetworkServer.Spawn now activates inactive GameObjects (for example, in case they were previously Unspawned)
2024-09-21 16:29:37 -04:00
mischa
1e40999503
fix: NetworkServer.Destroy never destroys scene objects anymore since unlike prefabs, once they are gone we can never instantiate them again ( #3771 )
2024-09-21 16:29:37 -04:00
mischa
0164e0a4ad
refactor: NetworkServer DestroyObject(DestroyMode) logic moved to Unspawn() + Destroy to remove the DestroyMode parameter
2024-09-21 16:29:37 -04:00
mischa
50c1cb71bb
LagCompensator: preview notice
2024-09-21 16:29:37 -04:00
mischa
daf3e606da
LagCompensator: rename collider field to be more obvious in Inspector
2024-09-21 16:29:37 -04:00
mischa
351b4b113a
feat: LagCompensator as convenience component that wraps all the Lag Compensation logic
2024-09-21 16:29:37 -04:00
mischa
99bd93b95e
fix(Prediction): disable setting scale for joints since it causes issues with parenting
2024-09-21 16:29:37 -04:00
MrGadget
3d7ef0cc60
fix: Safer version for FindAnyObjectByType ( #3765 )
...
Unity docs are a mess on when FindAnyObjectByType was implemented:
- 2021.3 says it is
- 2022.1 says it's not
- 2022.2 says it is
2024-09-21 16:29:37 -04:00
mischa
8094f88469
fix(Prediction): ConfigurableJoints' range of motion is now moved correctly
2024-09-21 16:29:37 -04:00
mischa
fb13fa37e2
fix(PredictedRigidbody): reduce-send-rate considers angular velocity now too!
2024-09-21 16:29:37 -04:00
mischa
449c33a694
Prediction: sync delta rotations too [FakeByte]
2024-09-21 16:29:37 -04:00
mischa
e7c8898679
Prediction: only set velocity if not kinematic
2024-09-21 16:29:36 -04:00
mischa
54c8caac54
Prediction: better motion smoothing time
2024-09-21 16:29:36 -04:00
mischa
05787f3853
Prediction: sync angularVelocity too
2024-09-21 16:29:36 -04:00
mischa
6cb4017deb
perf(Prediction): ghosts-on-demand(!)
2024-09-21 16:29:36 -04:00
MrGadget
ee97a8bd65
CanvasNetworkManagerHUD: fixed indent
2024-09-21 16:29:36 -04:00
mischa
205cbc2d63
PredictedRigidbody: add OnBeforeApplyState callback
2024-09-21 16:29:36 -04:00
MrGadget
136c1d2b30
feat(NetworkRigidbody): Default Sync Direction = Client To Server ( #3764 )
...
- This is done in Reset so Network Behaviour isn't effected.
- This will not change components already in place on objects / prefabs unless user manually chooses Reset in the inspector.
2024-09-21 16:29:36 -04:00
MrGadget
0821e56105
fix(SWT): Improved logging in ClientHandshake
...
- Added hint to check Server Roles for handshake key mismatches
2024-09-21 16:29:36 -04:00