Commit Graph

5778 Commits

Author SHA1 Message Date
mischa
e799b08303 syntax 2023-08-12 19:08:15 +04:00
mischa
4d7c5b6e41 Reader/Writer: sort WriteBytes(AndSize) functions 2023-08-12 19:05:20 +04:00
mischa
f05df29639 NetworkIdentity: don't need to show assetId in Inspector 2023-08-12 18:59:24 +04:00
mischa
2a29f6e686 NetworkManager: improve warning about player prefab in spawnable prefabs list 2023-08-11 22:16:13 +04:00
mischa
684a61c964 script icons 2023-08-10 18:07:37 +04:00
mischa
2e1e3bfd9c assign missing icon 2023-08-08 16:40:59 +08:00
mischa
6de9448c4a small cleanups 2023-08-08 16:34:24 +08:00
mischa
877b249add MIRROR_81_OR_NEWER 2023-08-08 16:32:59 +08:00
JesusLuvsYooh
10badbe21c
Adjusted UI scaling in new TanksCoop example. (#3579) 2023-08-06 10:15:42 +08:00
mischa
2365d301e1 SimpleWeb: minimize logging hot path allocations 2023-08-05 13:47:42 +08:00
mischa
d7757e95f2
perf: VarInt compression performance improvements (#3578)
* perf: VarInt compression performance improved by writing multiple bytes at once

* merge byte shifting

* this too
2023-08-05 07:13:16 +02:00
mischa
cd390bfce1 VarInt: tests now cover accidentally duplicating bytes 2023-08-04 19:47:12 +08:00
mischa
9d0e90f484
perf: remove O(N) ClearDirtyComponentsDirtyBits calls in NetworkServer.Broadcast() and NetworkClient.Broadcast() (#3575)
* perf: remove O(N) ClearDirtyComponentsDirtyBits calls in NetworkServer.Broadcast() and NetworkClient.Broadcast()

* only for delta [imer]
2023-08-03 14:01:35 +02:00
mischa
594a0f5c79 Examples: added BenchmarkIdle demo to test with 80% idle objects 2023-08-03 12:34:17 +08:00
mischa
e45c8e2e37 typo 2023-08-03 12:09:40 +08:00
JesusLuvsYooh
d2c475409f
feature: NetworkTransform WorldScale option (#3565)
* NT WorldScale option DRAFT - Will test, tidy and comment tomorrow.

Currently NT is local, and in some cases world is needed.

* Updated tooltip etc

All tested, using tanks example, and dragging a player tank into empty gameobject, then this gameobjcets position/rotation/scale and hierarchy changing live during gameplay. Switching to world bool fixes any problems caused by that.

* Enum dropdown, rather than bool as requested.

* Ternary shortcuts

* tab

* adjustments

* better

* cleanup

* force disable world scale

---------

Co-authored-by: mischa <info@noobtuts.com>
2023-08-02 08:21:33 +02:00
mischa
c077b53324 NetworkClient: improve 'did not find target for sync message' warning 2023-08-01 23:19:56 +08:00
mischa
7898b559b9 fix: SimpleWebTransport conditionals removed so users can see error messages 2023-08-01 11:53:43 +08:00
mischa
e92e91dcfd kcp2k V1.37 [2023-07-31]
- fix: #47 KcpServer.Stop now clears connections so they aren't carried over to the next session
- fix: KcpPeer doesn't log 'received unreliable message while not authenticated' anymore.
2023-07-31 18:10:23 +08:00
mischa
e4304bfed6
feature: HistoryBounds MVP (#3563)
* readme, folders

* HistoryBounds.Insert placeholder and test

* Insert: naive implementation

* easier

* simple benchmark

* move into lag comp

* benchmark improvements

* deterministic benchmark

* tests: revisit coverage

* syntax

* HistoryBounds data structure - wip

* Reset

* oops

* insert in structure

* historyBounds.total

* comment

* test

* comments

* tests: insertfar

* simplify insertion; only recalculate when removed

* fix comment

* recalculate every nth

* benchmark simplified

* benchmark variant

* BUCKETS

* perf: use (min, max) bounds representation internally to avoid Unity's Bounds.Encapsulate conversion overhead

* HistoryCollider component WIP

* ...

* steps

* things

* gizmo

* syntax

* unused

* child collider

* counter rotate

* warning

* detect scale changes

* syntax

* Unity 2019 support
2023-07-31 12:38:42 +08:00
JesusLuvsYooh
593226b02c
Tanks co-op example, take control of vehicles via Mirrors Authority assigning feature. (#3564) 2023-07-30 17:06:14 +08:00
mischa
28859fb84a
fix: NetworkReader ReadBytes/Array<T>/List<T> allocation limit to prevent ClientToServer [SyncVar] allocation attacks [credit: James] (#3562)
* fix: NetworkReader.ReadArray: remove misleading 'length > reader.Remaining' check since not all arrays are byte arrays

* fix: NetworkReader AllocationLimit to prevent ClientToServer [SyncVar] allocation attacks [credit: James]

* ReadBytes: check allocation limit

* ReadList: check allocation limit

* ReadArray: check allocation limit

* ReadTexture2D: check allocation limit

* limit as count

* writer checks

* test wip

* throw

* add test

* test
2023-07-27 10:27:00 +02:00
mischa
120bdcb855 remove unused import 2023-07-27 13:39:09 +08:00
mischa
d4de45c374 comment 2023-07-27 13:32:06 +08:00
mischa
53b0258904 NetworkWriter: clean up old UIntDouble comments 2023-07-27 13:08:23 +08:00
mischa
a91f3a88c3 comments 2023-07-27 12:32:19 +08:00
mischa
7b2427ce76 more comments 2023-07-27 12:27:38 +08:00
mischa
c81ce3ec26 NetworkReader/Writer Read/WriteList: comments 2023-07-27 12:26:59 +08:00
mischa
d2b6cfdc2a NetworkWriter: syntax 2023-07-27 12:03:58 +08:00
mischa
9311ef3523
fix: NetworkConnection "cannot send packet larger than ..." message now includes the message type which was too large. (#3560) 2023-07-24 06:08:55 +02:00
mischa
871a08c266 resaved test prefabs 2023-07-22 21:59:29 +08:00
mischa
6830a6e52c fix: NetworkMessages.MaxContentSize now considers channelId instead of always assuming reliable 2023-07-22 21:59:07 +08:00
mischa
71f64c70f1
feature: bring back NetworkServer.disconnectInactiveConnections (#3556) 2023-07-21 06:11:14 +02:00
mischa
adee4ad140
fix: remove redundant RPC buffering. saved bandwidth, but introduced data races, complexity, extra buffer copies [credit: James, imer] (#3497) 2023-07-20 09:10:00 +02:00
mischa
d7fbee9d50 fix: NetworkIdentity.AssignAssetId() is now saved properly. fixes a bug where duplicated prefabs and prefab variants would still have the original prefab's assetId on disk, even though the Inspector showed the proper one. 2023-07-20 14:29:40 +08:00
mischa
ac6a881f1b fix: NetworkTime RTT now checks for malicious timestamps from the future 2023-07-19 19:24:05 +08:00
mischa
e45bfb47ab Compression: remove unnecessary QuaternionElement function 2023-07-19 13:15:40 +08:00
mischa
7e28e4ea02 Compression: more obvious TenBitsMax representation 2023-07-19 12:59:51 +08:00
mischa
483006eadc
feature: NetworkConnectionToClient.rtt via Ping & Pong Messages (#3545)
* NetworkConnectionToClient: send Ping message every PingFrequency

* breaking: NetworkPing/PongMessage .clientTime renamed to .localTime because it'll be used in both directions

* Server->Client->Server Ping/Pong messages and rtt

* don't ping in host mode

* adjust tests

* TODO
2023-07-18 11:19:12 +02:00
mischa
398d2e6d2c Examples: default send rate increased from 30 Hz to 60 Hz for remaining examples 2023-07-18 16:58:05 +08:00
mischa
8164018483 perf: default send rate increased from 30 Hz to 60 Hz for users to get better initial results 2023-07-18 16:54:49 +08:00
mischa
82c09850da Tanks demo: increase send rate from 30 Hz to 120 Hz to avoid rtt being too high. reduces rtt from ~30 ms to ~8ms. 2023-07-18 16:52:22 +08:00
mischa
f6cf32ee8d Lag Compensation demo: fix warning 2023-07-18 16:10:58 +08:00
mischa
70c34ecf5d NetworkBehaviour.OnValidate: GetComponentInParent(bool) 2020 support (credits FakeByte) 2023-07-18 15:37:04 +08:00
mischa
27e2238d0b typo 2023-07-18 15:14:26 +08:00
mischa
8b6364bb76 NetworkIdentity: correct GetComponentInParent explanations (credit: FakeByte) 2023-07-18 14:49:26 +08:00
mischa
6d4e460f87 NetworkIdentity: expose AssetGuidToUint in builds 2023-07-18 14:44:17 +08:00
mischa
4ec80368f6 fix: NetworkBehaviour.OnValidate can't find parent NetworkIdentity because both the Unity define and GetComponentInParent() are broken in 2023.3 LTS. 2023-07-18 14:33:34 +08:00
mischa
0315fb3345 fix: Tanks demo: replace Turret obsolete NetworkTransform with NetworkTransformUnreliable component 2023-07-18 14:09:09 +08:00
mischa
fcd3a6b91b perf: remove some unnecessary inlining to optimize instruction cache 2023-07-18 13:24:02 +08:00
mischa
0862b9b99f NetworkIdentity: expose AssetId to Guid translation function 2023-07-10 12:53:28 +08:00
Robin Rolf
39211f9002
fix: 2019 tests work again (#3547) 2023-07-09 12:22:59 +08:00
mischa
629e50e4f9 fix: NetworkBehaviour OnValidate #ifdef adjusted for Unity 2020.3.19 support 2023-07-08 14:33:39 +08:00
mischa
f62b9a5a24 improve error message for #3525 for cases where the [SyncVar] is named 'value' 2023-07-06 20:03:01 +08:00
mischa
468192b046 fix NetworkIdentityTests by applying the workaround for #3525 2023-07-06 20:01:31 +08:00
mischa
acf67dddb0 fix: #3525 by explaining the solution in the Error message. 2023-07-06 19:59:16 +08:00
mischa
7c86f6a129 Re-enable the failing tests 2023-07-06 19:47:29 +08:00
mischa
69647f26a1 NetworkClient OnGUI: better rtt display 2023-07-06 17:11:20 +08:00
mischa
59e04f7902 breaking: NetworkTime.PingFrequency renamed to PingInterval. Makes it more obvious that we use it as interval, not as frequency in Hz. 2023-07-06 16:45:11 +08:00
mischa
d64c5fb61b fix PrepareToSpawnSceneObjects tests after recent fix 2023-07-06 16:45:03 +08:00
mischa
a463d48681 NetworkTime: more readable ping interval check 2023-07-06 16:33:08 +08:00
James Frowen
08fa0269de
fix: #3538 calling unspawn on scene objects in DestroyOwnedObjects (#3542)
* fix: calling unspawn on scene objects in DestroyOwnedObjects

fixes: https://github.com/MirrorNetworking/Mirror/issues/3538

* Update NetworkConnectionToClient.cs

---------

Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2023-07-06 09:59:28 +02:00
James Frowen
51c7162af7
fix: PrepareToSpawnSceneObjects checks netId instead of activeSelf [fixes: #3541] (#3543)
* fix: fixing PrepareToSpawnSceneObjects not added enabled objects

fixes: https://github.com/MirrorNetworking/Mirror/issues/3541

Should be safe to remove this extra check complete, it is safe to add spawned object to `spawnableObjects`. For now this just changes it to NetId to ensure that the object really is unspawned and not just enabled

* Update NetworkClient.cs

---------

Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2023-07-06 09:56:23 +02:00
mischa
110625b102
feature: Lag Compensation V1 (#3534)
* Lag Compensation Example based on Snapshot Interpolation example

* rename scene

* increase latency

* update scripts

* instructions

* better

* rename to rollback

* rename scene

* rebase

* rename to LagComp

* collider, onclick

* CmdClick

* flash color

* cleanup

* LagCompensationSettings

* caputre in interval

* comment

* syntax

* catpure, comp

* ns

* stuff

* source

* syntax

* naming

* history and draw history

* adjust

* cleanups

* tests

* sample and tests

* simplify tests

* out interpolation factor t

* tostring

* show result duration

* sample and interpolate

* fix

* logs

* better gizmos

* store size

* EstimateTime

* demo: estimate time

* estimation tests

* perf: Queue instead of List

* comment

* syntax

* cleaner

* cleanup

* syntax

* comment

* DrawGizmo(s)

* syntax

* extrapolation tests

* fix insert and test

* extrapolation

* fix extrapolation out values

* comments

* TODO

* TODO
2023-07-05 12:08:20 +02:00
mischa
4972b8004a Tests: fix failing NetworkManagerTests because DeeplyTested test didn't register the GameObject for cleanup 2023-06-29 19:56:17 +08:00
mischa
13e07f5603 NetworkTime: rttVar renamed to rttVariance for consistency with old Mirror versions. makes it easier to upgrade. 2023-06-27 21:40:45 +08:00
mischa
37bbd7eb3d fix: SnapshotInterpolation.Insert() now has a bufferLimit to avoid ever growing snapshot buffers on extremely low-fps clients 2023-06-27 19:20:03 +08:00
mischa
60936f0646 perf: NetworkTransformBase SortedLists now allocate with a default capacity to avoid early resizing & allocations 2023-06-27 18:57:05 +08:00
mischa
97313bd295
feature: ConnectionQuality Heuristic + Callback + GUI (#3526)
* ConnectionQuality.cs

* NetworkClient.ConnectionQuality with virtual NetworkManager calculation

* NetworkPingDisplay displays ConnectionQuality

* Tanks: adjust NetworkPingDisplay size

* NetworkManager: provide simple version too

* color coding

* extension

* virtual claculate

* on changed hook

* better heuristic

* syntax

* remove comment

* naming

* update in interval

* tweaking

* enable log

* naming

* color

* log message

* comment

* syntax

* explanations
2023-06-26 05:50:03 +02:00
mischa
deaf53a9bb NetworkTime: reintroduce Round Trip Time Variance to prepare for ConnectionQuality 2023-06-25 10:33:23 +08:00
mischa
db83a4cca2 NetworkClient: initialBufferTime for debugging, comparisons, and to prepare for ConnectionQuality 2023-06-25 10:27:14 +08:00
mischa
00f20bca2e Tanks demo: always show time interpolation GUI for easier debugging 2023-06-25 10:20:59 +08:00
mischa
c599fb616e fix: NetworkClient TimeInterpolation: add 'current' bufferTimeMultiplier field to not overwrite the initial SnapshotSettings.bufferTimeMultiplier. Allows us to reset bufferTimeMultiplier in InitTimeInterpolation and prepares for ConnectionQuality. 2023-06-25 10:03:08 +08:00
mischa
16efc7eedf Disable the failing tests for now, so at least the project compiles without Weaver errors 2023-06-24 20:35:26 +08:00
mischa
2b6212b088 fix: Weaver SyncVarAttributeAccessReplacer now detects modifying [SyncVar] in another assembly and logs an error, instead of silently failing at runtime (#3525) 2023-06-24 12:34:59 +08:00
mischa
6465ac5394 Weaver: SyncVarAccessReplacer: pass Logging 2023-06-24 12:34:59 +08:00
mischa
19065acb19 Weaver: SyncVarAccessReplacer: syntax & comments to make it more obvious 2023-06-24 12:34:59 +08:00
mischa
6fb0b33188
fix: Weaver now weaves NetworkBehavious in nested type definitions (#3524)
* test for deeply nested weaving

* fix
2023-06-23 14:11:34 +02:00
mischa
d5664ab202 feature: Weaver adds 'bool Weaved()' to each NetworkBehaviour, which can be checked at runtime #3523 2023-06-23 20:07:28 +08:00
mischa
1d7af1b750 Tests: remove unused 'using' 2023-06-23 10:01:41 +08:00
mischa
d1719c1e7b fix: tests work on Unity 2022.2+ [imer] 2023-06-22 23:48:26 +08:00
mischa
73c9990f03 comments 2023-06-20 19:58:46 +08:00
mischa
4d127ad370 naming 2023-06-20 19:58:46 +08:00
mischa
c687bdd24a Weaver ILPostProcessorAssemblyResolver: use GetFileNameWithoutExtension 2023-06-20 19:58:46 +08:00
mischa
8cb58d73e8 syntax 2023-06-20 19:58:46 +08:00
mischa
74bbd295d5 readonly 2023-06-20 19:58:46 +08:00
mischa
69d4d251e2 comments 2023-06-20 19:58:46 +08:00
mischa
eb33dfd40e perf: Weaver ILPostProcessorAssemblyResolver FindFile searches dllname / exename in one iteration & without Linq 2023-06-20 19:58:46 +08:00
mischa
1cc888f287 Weaver: ILPostProcessorAssemblyResolver FindFile comments 2023-06-20 19:58:46 +08:00
mischa
5b7d9560c0 Weaver: ILPostProcessorAssemblyResolver caches FindFile for a 50x improvement in TypeReference.Resolve(), and a 22x improvement in total Weaver time for large projects 2023-06-20 19:58:46 +08:00
mischa
c960377911 Weaver: ILPostProcessorAssemblyResolver comment 2023-06-20 19:58:46 +08:00
mischa
443d1541d1 perf: Weaver ILPostProcessorAssemblyResolver FindFile caches exeName, dllName for ~0.1ms speedup per call 2023-06-20 19:58:46 +08:00
mischa
97f3d2dff4 Weaver ILPostProcessorAssemblyResolver: FindFile uses string name parameter directly 2023-06-20 19:58:46 +08:00
mischa
c6be031783 perf: Weaver ILPostProcessorAssemblyResolver uses ConcurrentDictionary to avoid multithreading locks 2023-06-20 19:58:46 +08:00
mischa
c5ad884145 RigidbodyPhysics demo: disable 'onlySyncOnChange' until #3519 is fixed 2023-06-20 19:53:40 +08:00
mischa
8be961bfb5 Examples/VR link 2023-06-20 16:17:53 +08:00
mischa
d0edb2d7a4 Unbatcher: Unity 2019 fix 2023-06-16 17:25:50 +08:00
mischa
fc561918a8 remove leftover comment 2023-06-16 17:19:03 +08:00
mischa
13fd7211e0
fix: Batching VarInt size header added to fix custom serializated NetworkMessages with size mismatch corrupting the next message in a batch (#3516)
* repro test

* Batcher, Unbatcher VarInt size prefix

* NetworkServer/Client adjusted

* add check

* fix tests

* Batcher: rename headersize

* NetworkMessages: MaxContentSize adjusted

* max size calculations adjusted

* fix tests

* Batcher.MaxMessageOverhead

* naming
2023-06-16 10:58:54 +02:00
mischa
6ac67b9b5f feature: NetworkRigidbody Benchmark demo 2023-06-16 12:26:59 +08:00
mischa
b49f5b39de fix: NetworkRigidbody/2D now uses .target's Rigidbody and supports child Rigidbodies 2023-06-16 10:42:39 +08:00
mischa
bbf1140fc9 NetworkRigidbody: MovePosition overwrite comments 2023-06-16 10:31:49 +08:00
mischa
84b408e377
feature: NetworkMessageId <> Type lookup and log function for debugging (#3515)
* feature: NetworkMessageId <> Type lookup and log function for debugging

* better to do in NC/NS
2023-06-16 03:48:08 +02:00
mischa
581d16eb75 Unbatcher: simplify GetNextMessage 2023-06-15 19:37:53 +08:00
mischa
54f6abb6ce feature: VarInt size prediction 2023-06-15 16:35:18 +08:00
mischa
cdf5edae0d syntax 2023-06-15 15:45:00 +08:00
mischa
321b68b2bc NetworkMessages: keep GetId<T> for convenience 2023-06-15 15:44:06 +08:00
mischa
4cb2e75d4f syntax 2023-06-15 15:36:19 +08:00
mischa
86064080f9 breaking: NetworkTransform renamed to NetworkTransformUnreliable for consistency 2023-06-15 15:27:33 +08:00
mischa
2c075c94ad wat 2023-06-15 15:10:38 +08:00
mischa
128da59c76 remove duplicate NetworkRigidbody scripts 2023-06-15 15:09:03 +08:00
mischa
627db15d4a NetworkTransform: moved all related scripts into one NetworkTransform folder 2023-06-14 17:57:28 +08:00
mischa
7e0e02f5d8
perf: NetworkRigidbody Reliable/Unreliable via NetworkTransform for smooth interpolation (#3510)
* RB

* fix clientauthority warning

* reset iskinematic and add a player to try local sync

* delete red ball, fix

* spawns multiplayer

* sc

* textmesh

* better

* better

* reset latency sim

* NetworkRigidbody folder

* syntax

* fix rese tflags

* 2D
2023-06-14 11:24:18 +02:00
mischa
8cd13328ca fix: NetworkBehaviourInspector 'had no target' warning 2023-06-14 17:21:45 +08:00
mischa
e5be10ff71 NetworkTransform: show Gizmos as WriteCube instead of solid Cube for easier visual debugging 2023-06-13 12:55:07 +08:00
mischa
f72d35987a Rigidbody Example: gray background so we can see overlays easier 2023-06-13 11:20:30 +08:00
mischa
62503601af Rigidbody Example: show time interpolation GUI 2023-06-13 11:20:30 +08:00
mischa
f89b9cbfae RigidbodyPhysics Example: fix missing component warnings 2023-06-13 11:20:30 +08:00
mischa
dbe8a37bcd
fix: Weaver runtime fuse to ensure weaving succeeded before starting Server/Client (#3509)
* fix: Weaver runtime fuse to ensure weaving succeeded before starting Server/Client (#3506)

* WeaverFuse Core/ and Tests/

* runtime safety checks

* weaver

* cleanups

* remove log

* comments updated

* WeaverTypes variant

* update comment

* comment updated

* more accurate errors

* host check

* better

* better logs

* redundabt

* fix 2019 support
2023-06-12 17:57:58 +02:00
mischa
f5fa952937 Snapshot Interpolation Example: README 2023-06-12 23:43:19 +08:00
mischa
278f44673d CompilationFinishedHook: add explanation 2023-06-11 16:52:34 +09:00
mischa
30437a934f fix NetworkClientTests for Unity 2019 2023-06-11 16:42:31 +08:00
mischa
afd275ad87 NetworkMessages.WrapHandler: improve log message to make it easier to search for 'Disconnect' in logs 2023-06-11 16:10:00 +09:00
mischa
e58e47fc47
fix: NetworkClient unbatcher is now reset in host mode connect as well [credit: BigBoxVR] 2023-06-11 08:27:16 +02:00
mischa
1e199caab0 Unbatcher: readonly fields 2023-06-11 09:06:07 +09:00
mischa
6be1a25338 fix: KcpServer.Stop now clears connections so they aren't carried over to the next session 2023-06-10 21:33:55 +09:00
James Frowen
bd66be3d1c
fix: fixing use of new c# in 2020 (#3507)
* fix: fixing use of new c# in 2020

* fixing doc comment
2023-06-09 14:09:16 -04:00
James Frowen
176a2d3b66
feat: adding option to get Ip behind reverse proxy (#3505)
* feat: adding option to get Ip behind reverse proxy

When running behind a reverse proxy the IP endpoints will be that of the reverse proxy, not the client.
Reverse proxies like Nginx set the ip if the host in a http header, the server can read this header during the handshake and store it so it knows the IP address of the client

* feat: adding method to get request

allows users to get other headers if they need to

* caching remote address

* fix and simplify

* inlining extra var

* string interpolation

* changing request log message to info

* adding GET back in inside ReadToEndForHandshake

* updating log message

* max split 2

* returning ipv4 address

* checking if address is ipv4

* adding using

* fixing maping
2023-06-09 09:50:41 -04:00
mischa
220937cc4a MIRROR_79_OR_NEWER 2023-06-08 10:38:16 +09:00
mischa
aaaa62e9c9 kcp2k V1.36 [2023-06-08]
- fix: #49 KcpPeer.RawInput message size check now considers cookie as well
- kcp.cs cleanups
2023-06-08 10:31:26 +09:00
Robin Rolf
37d762c2c3
fix: Test prefab loading might not cause log (#3502) 2023-06-07 19:04:09 +08:00
Robin Rolf
f11a7b44fe
fix: failing NetworkClientTests (#3500) 2023-06-07 17:21:51 +08:00
JesusLuvsYooh
f0005f0021
Changed default NT BRM to 3 (#3496)
5 (the previous default) covers really bad pings in return for noticeable delay. However, not every game should have this as their default. 1 being almost instant movement for minimal smoothing (could be best for VR and other uses), from testing 3 is a nice balanced result.
2023-06-05 06:18:54 +02:00
JesusLuvsYooh
1b6bb1e28a
NT-UR Example presets (#3494)
Tested on tanks example, parent and child turret.
Scenarios were regular localhost, then latency sim defaults (200ping, 2% loss etc) and bad connection (500 ping, 5% loss etc), along with personal experience of the settings on NT thee 3 presets should cover most peoples scenarios.
2023-06-01 12:37:13 +02:00
mischa
f84a385212
fix: Disallow Child-NetworkIdentities in Scene objects (#3492)
* fix: Disallow Child-NetworkIdentities in Scene objects

* better
2023-05-29 12:05:19 +08:00
mischa
d74e61298e
fix: #3485 Weaver now skips protected fields (Credit: James) (#3493)
* fix: #3485 Weaver now skips protected fields

* simplify
2023-05-27 06:36:05 +02:00
mischa
22134470ed fix Unit tests 2023-05-27 11:47:22 +08:00
mischa
3619be494a feature: allow NetworkBehaviour components in children. solves #2276 (#3486)
* feature: allow child NetworkBehaviour components in children

* Tanks demo: move Turret NetworkTransform to child

* NT TODO

* RequireInParents NI

* NetworkAnimatore allow in children

* call base onvalidate

* Add OnValidate to Script Template

* fix for pre-2020.3 Unity

* MirrorTest: CreateNetworked with NetworkBehaviour in children

* Tests: child networkbehaviours

---------

Co-authored-by: MrGadget1024 <9826063+MrGadget1024@users.noreply.github.com>
2023-05-27 08:25:53 +08:00
mischa
26e83ce645 fix: NetworkBehaviour SendRPCInternal error message fixed. This can happen if an RPC is called after shutting down the server - which doesn't mean that it was called on a client. 2023-05-25 11:16:06 +08:00
JesusLuvsYooh
e0ae55a971
Update NetworkRoomPlayer.cs (#3490) 2023-05-19 19:51:50 +08:00
JesusLuvsYooh
4c6e4e2bd0
NetworkTransform tooltips need use-case explanations. (#3481)
* Removed obsolete comment.

* Tooltip explanations 1
2023-05-19 19:51:27 +08:00
mischa
bf5cd97e69 fix: #3482 Weaver Generic 'out' parameter IL2CPP build failures [credit: JamesDev] 2023-05-14 11:47:05 +08:00
MrGadget1024
22675f40cf NetworkTransform - syntax 2023-05-09 03:01:14 -04:00
MrGadget1024
b7bf117378 NetworkTransform - syntax 2023-05-09 02:59:35 -04:00
ninjakickja
337a0affee
fix #3478 - Changed sendIntervalCounter increment logic (#3480)
Changed sendIntervalCounter logic to fix the issue where if sendIntervalMultiplier = 1, NT will send every frame instead of every send interval.
This is due to sendIntervalCounter being initialised to 1 instead of 0, after NT has triggered it's send.
2023-05-09 06:57:09 +02:00
Louis Bailleau
8a0accc60b
breaking: NetworkDiscovery ServerFoundUnityEvent now supports custom ServerResponse types 2023-05-08 03:59:15 +02:00
MrGadget1024
09496652b7 fix(SimpleWebTransport): fixed ClientUseDefaultPort default 2023-05-04 17:07:55 -04:00
James Frowen
f200b907ac
feat(SimpleWebTransport): adding option to set server and client port different (#3477)
* feat(SimpleWebTransport): adding option to set server and client port different

When running websocket server behind reverse proxy client should connect via port 80 or 443. the reverse proxy should then forward requests to the ServerPort  running on localhost.

* Update Assets/Mirror/Transports/SimpleWeb/SimpleWebTransport.cs

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Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2023-05-04 04:59:47 +02:00
mischa
0f41aa7a3e NetworkBehaviour SendCommandInternal: shorter logs 2023-04-29 10:52:07 +09:00
mischa
4193b5401e fix: #3409 - NetworkTime now always uses unscaled time as double. Forgot to push the commit for the previous commit's PR 2023-04-24 20:09:53 +08:00