vis2k
c4a18cd8a4
Telepathy source drop-in for easier debugging
2019-06-24 17:49:01 +02:00
vis2k
315508dec0
NetworkWriterPool meta file
2019-06-24 17:47:52 +02:00
Paul Pacheco
f5e93180a1
feat: network writer pool to avoid expensive allocations ( #928 )
2019-06-24 14:49:42 +02:00
Paul Pacheco
ced36906bc
perf: return the contents of the writer as an array segment ( #916 )
...
* Return the contents of the writer as an array segment
* Use a safer ToArraySegment method and add some comments
* refactor: for readability and debuggability
* Test that ToArraySegment works
* Updated with master
* Update NetworkWriter.cs
2019-06-23 21:19:48 +02:00
Paul Pacheco
7b3e82a1fc
perf: remove BinaryWriter, it allocates like crazy ( #929 )
...
* perf: remove BinaryWriter, it allocates like crazy
* useless comment
* Update NetworkWriter.cs
2019-06-23 20:43:39 +02:00
Paul Pacheco
b2ba5896fa
perf: remove syncvar boxing ( #927 )
2019-06-23 10:02:30 -05:00
MichalPetryka
9e911b9d5e
Add byte array test ( #922 )
2019-06-21 22:58:36 +02:00
vis2k
488446ae04
fix: Telepathy already supports IPv6, but can no also connect to IPv4-only servers again (e.g. Mirror Booster)
2019-06-21 12:15:52 +02:00
Paul Pacheco
87b6ddf0e9
Use local variable instead of static variable
2019-06-20 18:03:08 -05:00
MichalPetryka
981ba7c2b3
fix: ArraySegment<byte> work in Messages ( #919 )
...
Add ArraySegment<byte> tests and make them pass
2019-06-20 13:11:06 -05:00
Paul Pacheco
81fb419840
Syntax simplification
2019-06-20 08:33:39 -05:00
Paul Pacheco
493f9c20c6
Remove unnecesary using
2019-06-20 08:30:57 -05:00
Paul Pacheco
4ebebabf9c
Remove unnecesary using
2019-06-20 08:30:37 -05:00
Paul Pacheco
ee5a3e946e
remove unused field
2019-06-20 08:28:15 -05:00
Paul Pacheco
1a26c78059
Removed unused fields
2019-06-20 08:25:42 -05:00
Paul Pacheco
072a049bfa
Add unit tests for array writer
2019-06-20 07:36:04 -05:00
Paul Pacheco
31b104d194
Order modifiers
2019-06-19 08:17:13 -05:00
Paul Pacheco
c8e18a1086
Made field readonly
2019-06-19 08:16:47 -05:00
Paul Pacheco
a2fc1f810b
Removed unused parameter
2019-06-19 08:16:26 -05:00
Paul Pacheco
68bebf9d6b
string comparison is culture independent
2019-06-19 08:14:13 -05:00
Paul Pacheco
c2aa934046
Class should be static
2019-06-19 08:11:20 -05:00
Paul Pacheco
4608b6f9a2
Remove unused parameters
2019-06-19 08:08:07 -05:00
Paul Pacheco
2b108f3f12
Remove unused parameters
2019-06-19 08:05:18 -05:00
vis2k
11750a9e7a
perf: Avoid allocation when reading message payload ( #912 )
...
* so far
* syntax
* add test
* more tests
* more tests
* convert messages
* use arraysegment in serialization and handle null case too
2019-06-19 14:11:17 +02:00
Paul Pacheco
dd758cac05
fix: don't convert null arrays to empty array ( #913 )
...
* fix: don't convert null arrays to empty array
* Add comments with generated code
* Document array reader
* Improve comments a little bit
2019-06-19 12:03:06 +02:00
vis2k
5ae379d6bb
Make ReadBytesAndSize more readable
2019-06-18 19:17:32 +02:00
vis2k
ac5d52062c
Rename new Write/Read segment functions to avoid redundant names with Write/ReadSegment that only writes the segment without the size
2019-06-18 19:12:43 +02:00
vis2k
18f035d268
perf: Networkreader nonalloc ( #910 )
...
* so far
* write and read strings
* move max to writer
* better
* readchar
* ReadDecimal
* improve ReadDecimal
* remove unused
* BENCHMARK
* add char test
* Update Assets/Mirror/Runtime/NetworkReader.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
* remove unnecessary return
* simplify char
* reuse ReadByte
* arraysegment support
* fix test
* EndOfStreamException like before
* disable test
* remove test
* add benchmark
* reset scene changes
* read/write decimals without allocating
* remove unused test
* remove FloatConversion class. Use converters directly.
* less magic
* 2 longs instead of 4 ints
* sort
* fix comment
* update error
* update errors
* update error
* syntax
* syntax
* write checks size after getbytes
* syntax
* syntax
* ReadBytes array.copy directly
* adjust error message
* check passed buffer
* better
* better
* ReadString directly from buffer without using a separate stringBuffer
* fix typo
* fix comment
2019-06-18 17:00:27 +02:00
vis2k
535b4d40fa
fix: Telepathy updated to latest version (IPv6 fix again)
2019-06-17 17:02:28 +02:00
Paul Pacheco
ff1a2346b4
perf: Optimize interest management ( #899 )
...
* perf: Optimize interest management
* Update NetworkIdentity.cs
* Update NetworkIdentity.cs
* Use explicit type
* Cache this set
* Update NetworkIdentity.cs
2019-06-17 16:16:36 +02:00
vis2k
2761ff23f4
fix: Telepathy updated to latest version: Correctly support IPv4 and IPv6 sockets
2019-06-17 10:42:56 +02:00
Paul Pacheco
70a532b5db
perf: eliminate string concat during remote method calls ( #908 )
...
* perf: eliminate string concat during remote method calls
* perf: params causes an array allocation
* refactor: simpler method hash calculation
* Update NetworkBehaviour.cs
2019-06-17 10:00:51 +02:00
Paul Pacheco
1c18743788
perf: eliminate small allocation on remote calls ( #907 )
...
* perf: eliminate small allocation on remote calls
* Update NetworkBehaviour.cs
2019-06-17 09:57:56 +02:00
Paul Pacheco
8f6d4cb22e
perf: eliminate boxing with lists ( #901 )
2019-06-17 09:54:43 +02:00
vis2k
cc6e4f696d
fix: Updated Telepathy to latest version to fix IPAddress.Parse error for "localhost"
2019-06-16 11:08:28 +02:00
MichalPetryka
3eaaa773b3
feat: Implement IReadOnlyList<T> in SyncLists ( #903 )
2019-06-14 08:41:14 -05:00
Paul Pacheco
9d81d49add
refactor: determine element type inside GenerateArrayWriter and Reader ( #902 )
2019-06-14 07:56:27 -05:00
MichalPetryka
e5eecbff72
feat: support sending and receiving ArraySegment<byte> ( #898 )
...
Add ArraySegment<byte> support to the weaver
2019-06-13 09:03:54 -05:00
Paul Pacheco
954a3d594d
feat: user friendly weaver error ( #896 )
2019-06-09 09:02:23 +02:00
vis2k
f39cdede98
Telepathy updated to latest version (IPv6 support)
2019-06-06 20:44:18 +02:00
gyststarblayze
3ec3d02362
fix : #840 by allowing Mirror to respect the forceHidden flag ( #893 )
...
* fix : #840 by allowing Mirror to respect the forceHidden flag on NetworkProximityChecker
* Update NetworkProximityChecker.cs
2019-06-06 08:39:35 +02:00
vis2k
9ff7feda9a
NetworkTransform.DrawLineBetweenDataPoints actually uses the color parameter now
2019-06-04 10:56:38 +02:00
vis2k
36be83d6fd
NetworkTransform: use local position and rotation for VR support. Fixes #779
2019-06-04 10:56:38 +02:00
vis2k
cb3d3dba72
Fix: TelepathyTransport.GetMaxPacketSize uses the new configurable max size
2019-06-04 10:07:24 +02:00
Alexander Seeck
fc181cb4ab
ASMDEF for Examples ( #850 )
...
* updated readme
* added asmdefs
* removed wrong change
2019-05-29 16:41:14 +02:00
Tom KRIKORIAN
d65bdde956
Spawn objects in local space instead of world space for VR support ( #875 )
...
* Spawn objects in local space instead of world space
Allow games where world origin is different for each players (Augmented reality for example) to spawn objects at the right position in the scene.
* Update ClientScene.cs
* Update NetworkServer.cs
2019-05-29 16:25:15 +02:00
MichalPetryka
55b6167061
Rename types according to Microsofts naming ( #882 )
2019-05-25 08:33:43 -05:00
MichalPetryka
b0426f90d3
Set parent in initialize ( #884 )
2019-05-24 09:24:37 +02:00
MichalPetryka
42a8f2afab
Remove conditional accesses on unity objects ( #880 )
2019-05-24 09:11:38 +02:00
Zac North
3c60b08762
fix(websocket): Remove send queues (they never worked) and SSL (temporarily) ( #879 )
2019-05-20 10:11:07 +02:00
vis2k
46eddc01ec
fix: (again) Telepathy updated to latest version (Send SocketExceptions now disconnect the player too)
2019-05-15 10:23:52 +02:00
vis2k
98d3fb0c31
fix: Telepathy updated to latest version (Send SocketExceptions now disconnect the player too)
2019-05-14 13:40:23 +02:00
Tom KRIKORIAN
691583e844
fix(NetworkManager) : properly load scene on clients using new load parameters ( #867 )
...
* fix : properly load scene on clients using new load parameters
* revert change to ClientChangeScene to avoid conflict
* Simplified code for NetworkManager method ClientChangeScene
2019-05-07 17:49:28 +02:00
Coburn
6fd3fb4ca3
This fixes NetworkManager not switching to the correct server scene when onlineScene is not the same as offlineScene. 99.99% sure it'll fix issue #865 ( #866 )
2019-05-07 17:33:01 +02:00
Gabe Brown
6af979c967
Logging Improvements ( #864 )
2019-05-07 09:34:32 +02:00
MrGadget
e9f2f538ca
Add channelId to Send Method ( #862 )
...
This is to achieve parity with NetworkConnection:
```cs
public virtual bool Send<T>(T msg, int channelId = Channels.DefaultReliable) where T: IMessageBase
{
// pack message and send
byte[] message = MessagePacker.Pack(msg);
return SendBytes(message, channelId);
}
```
2019-05-06 18:46:24 +02:00
Paul Pacheco
d4595df2ca
clear resharper error ( #861 )
2019-05-05 15:45:46 +02:00
vis2k
23e440bd0b
fix #857 : Revert "fix(websocket): Use a buffer for most WS messages in WebGL client resulting in 0 alloc for most messages ( #848 )"
...
This reverts commit 8967a20244
.
2019-05-05 09:24:46 +02:00
Zac North
1dc45f5376
Fix missing semicolon in NetworkBehaviour.cs ( #856 )
2019-05-05 00:36:46 +02:00
uwee
d48a3757da
feat(scene): Add support for scene loading params ( #644 )
...
* add scene and physics mode to SceneMessage
* Change variable names. Added comments. Changed type from struct to byte
* updated test to match
* added overrides to support scene params
* simplified param useage
* fixed types with proper casting
* forgot to add in Server side of code
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-Authored-By: uweenukr <uweenukr@gmail.com>
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-Authored-By: uweenukr <uweenukr@gmail.com>
* serialize as byte
2019-05-04 17:45:26 +02:00
Zac North
8967a20244
fix(websocket): Use a buffer for most WS messages in WebGL client resulting in 0 alloc for most messages ( #848 )
...
* fix(websocket): Use a buffer for most WS messages resulting in 0 alloc for most messages
* Use a configurable maximum message size
* Use the maximum message size on the server too
* Use <= instead of < for buffer.Length
* Show lengths in Exception message
Co-Authored-By: Katori <znorth@gmail.com>
* Show lengths in close message
Co-Authored-By: Katori <znorth@gmail.com>
* Allow messages of messagesize
Co-Authored-By: Katori <znorth@gmail.com>
* Allow messages of maxMessageSize
Co-Authored-By: Katori <znorth@gmail.com>
* Show message lengths in close message
Co-Authored-By: Katori <znorth@gmail.com>
* Don't initialize buffer if already done
Co-Authored-By: Katori <znorth@gmail.com>
* Always allocate buffer size on client construction
* Use a non-static buffer to avoid allocation issues
2019-05-04 12:08:23 +02:00
MichalPetryka
e22f527eef
Fix ?? ( #854 )
...
* Fix ??
?? doesn't work on unitys objects
* Update NetworkBehaviour.cs
2019-05-04 11:30:45 +02:00
MrGadget
f618e17366
Avoid memory leak from cloned materials ( #853 )
2019-05-01 19:47:53 +02:00
MrGadget
a18ab9db8f
Update README.md
...
Revised information in case MainScene was inadvertently changed without proper setup.
2019-05-01 09:50:30 -04:00
vis2k
227cc62475
Telepathy updated to latest version (removed send header & payload allocations)
2019-04-29 14:18:31 +02:00
vis2k
30ee71a6f8
Telepathy updated to latest version (removed header allocations)
2019-04-29 12:58:47 +02:00
vis2k
77bee450b9
perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846 )
...
perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846 )
2019-04-28 21:08:19 +02:00
vis2k
6c4b34ba06
fix: ListServer Ping not found in WebGL
2019-04-28 20:49:20 +02:00
vis2k
e8a8e77016
Telepathy updated to latest version (Message converted to struct to minimize GC)
2019-04-28 13:36:28 +02:00
vis2k
1f07af0cae
fix: Revert "refactor: consolidate prefab and spawn handlers ( #817 )" to fix a bug where if editor=host, build=client, we receive scene object not found when walking out of and back into an observer's range
...
This reverts commit b4c9c6fdc8
.
2019-04-24 17:04:28 +02:00
vis2k
5480548ffa
add comment
2019-04-24 13:11:36 +02:00
vis2k
f56507f2fc
fix: Revert "NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks." to fix server-only bug not allowing movement on client, e.g. in uMMORPG
...
This reverts commit e8d9d852e3
.
2019-04-24 13:08:10 +02:00
Zac North
0484a50e6d
Use queue for Ping and Pong messages as well ( #841 )
2019-04-24 09:28:34 +02:00
Zac North
5aa7148c60
Use message queue instead of SemaphoreSlim - SemaphoreSlim was severely bottlenecking performance ( #839 )
2019-04-23 10:23:47 +02:00
Coburn
2695da4e2a
LLAPI Transport not available on WSA/UWP (v2) ( #838 )
...
* LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with).
* v2 of the not allowing LLAPI Transport to be available on UWP/WSA games
2019-04-22 11:15:17 +02:00
Coburn
7058de2364
LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with). ( #837 )
2019-04-22 09:34:36 +02:00
vis2k
92a9903b0d
Disable sceneid assignment message
2019-04-22 09:23:36 +02:00
Zac North
2d682b5fad
fix(websocket): #829 fix InvalidOperationException with wss:// ( #830 )
...
* fix(wss): Use a queue on the server to avoid "InvalidOperationException: Invalid nested call."
* Remove unnecessary "private"
Co-Authored-By: Katori <znorth@gmail.com>
* Remove unnecessary "private"
Co-Authored-By: Katori <znorth@gmail.com>
* Update Server.cs
* comment: explain what is going on here
* comments: better comment
* Move queue into WebSocketImplementation instead of Server-specific
* Remove unused variables in Server
* Use a SemaphoreSlim instead of queue system
2019-04-21 10:33:07 +02:00
vis2k
52625923b2
fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision ( #832 )
...
* fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision
* rename dlls
* change asmdef guid for conflict with hlapi
* rename assemblynames too
* fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess
* rename projects too
2019-04-20 21:01:10 +02:00
vis2k
203a823b19
fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess
2019-04-20 20:39:44 +02:00
vis2k
b20c0d91f7
syntax
2019-04-19 09:28:39 +02:00
MrGadget
bcd3424c0e
refactor: Simplify GetStartPosition ( #828 )
...
* Simplify GetStartPosition
- Early out if startPositions.Count = 0
- Reduces the normal returns to single LOC each
- Only resets startPositionIndex if it reaches int.MaxValue
- Uses modulo and increment-after against count to pick round robin index
- Eliminates unnecessary last return that could never be reached
* Per Paul's request
2019-04-18 15:20:08 -05:00
MrGadget
8ebda0fa21
fix: Respect Player Prefab Position & Rotation ( #825 )
...
Respect Player Prefab Position & Rotation
2019-04-18 07:13:38 -05:00
vis2k
e8d9d852e3
NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks.
2019-04-17 23:04:52 +02:00
vis2k
aa4a91bcce
remove whitespace
2019-04-17 22:42:56 +02:00
Paul Pacheco
b4c9c6fdc8
refactor: consolidate prefab and spawn handlers ( #817 )
2019-04-17 16:00:03 +02:00
vis2k
b5ff43ada3
feat: SyncList.FindIndex added ( #823 )
2019-04-17 06:18:23 -05:00
MichalPetryka
2327498b31
Remove vars ( #819 )
2019-04-16 12:38:48 +02:00
MichalPetryka
6eaea267d5
Remove useless out ( #820 )
2019-04-16 12:38:22 +02:00
MichalPetryka
3b5fa051c1
Inline out ( #818 )
2019-04-16 12:38:01 +02:00
vis2k
3452915a4e
NetworkConnection.TransportReceive: don't try to invoke if unpacking failed.
2019-04-15 15:08:55 +02:00
Paul Pacheco
1352334747
fix: non ready connections should not observe objects
2019-04-15 07:32:41 -05:00
Paul Pacheco
e69c0976a2
refactor: Simplify nested if
2019-04-15 06:30:41 -05:00
Paul Pacheco
97f8bf6b26
refactor: use null propagation operator
2019-04-14 11:04:23 -05:00
Paul Pacheco
af0f79be14
refactor: removed unreachable if
2019-04-14 10:17:29 -05:00
Paul Pacheco
7417b68671
fix: check event prefix
2019-04-14 10:06:36 -05:00
Paul Pacheco
2598389036
refactor: use null propagation operator
2019-04-14 07:58:53 -05:00
MichalPetryka
fea09a6b74
Improve SceneID generation via RNGCryptoServiceProvider ( #812 )
...
* Improve SceneID generation
* Update NetworkIdentity.cs
2019-04-14 14:17:25 +02:00
vis2k
b9247a78b6
out syntax
2019-04-14 12:43:05 +02:00
vis2k
f3f0ef299e
clear sceneid if it was a duplicate
2019-04-14 12:40:16 +02:00
vis2k
3ebd4981a4
only use generated sceneId if not duplicate
2019-04-14 12:39:48 +02:00
MrGadget
705194023c
Remove all "private" ( #807 )
2019-04-14 09:43:03 +02:00
MrGadget
08cc3236a1
Fix Additive Example Scene Lighting ( #808 )
2019-04-13 21:41:46 +02:00
c6burns
3a50ca6352
fix: added new read/write symbol params ( #806 )
...
fix: added new read/write symbol params
2019-04-12 16:00:46 -05:00
vis2k
27b7e250a0
perf: OnDeserializeSafely without GC ( #804 )
2019-04-12 08:38:23 -05:00
vis2k
19a9995501
remove whitespace
2019-04-12 15:31:05 +02:00
vis2k
a82367b2c6
remove caching to keep it simple for now
2019-04-12 11:57:47 +02:00
vis2k
80d72c804d
remove empty whitespace
2019-04-12 11:55:22 +02:00
vis2k
7e79dfad38
disable 'Weaving succeeded' message now that everything works
2019-04-12 11:55:09 +02:00
c6burns
3ba546e133
fix : #791 corrected assembly paths passed to weaver ( #803 )
...
* fixed incorrect assembly paths
* Update CompilationFinishedHook.cs
2019-04-12 11:52:35 +02:00
vis2k
2eb247a6d2
Cecil StackOverflow fix without breaking API ( https://github.com/vis2k/cecil/commits/TypeReference_Resolve_StackOverFlow_Fix )
2019-04-12 11:23:44 +02:00
vis2k
0f1522229e
remove empty whitespace
2019-04-11 22:09:25 +02:00
vis2k
eb4b2f40c5
Weaver.ImportCorLibType: avoid MixIn exception when calling ImportReference with a null type. Log the type that we failed to resolve instead.
2019-04-11 22:09:14 +02:00
vis2k
286983a8f8
Fix StackOverflowException for NetStandard in Mono.Cecil by using https://github.com/vis2k/cecil/tree/TypeReference_Resolve_StackOverFlow_Fix
2019-04-11 21:57:14 +02:00
vis2k
9f67b4761f
Rebuild Cecil 0.10.3 DLLs from scratch via net4_0_Release mode
2019-04-11 20:10:43 +02:00
c6burns
9d4b96975e
minimum changeset for cecil 0.10.3 ( #795 )
...
* added fixes for cecil 0.10.3
* added missing meta
* fix typo'd asmresolver
* accept paul's suggestion, on behalf of c6
Co-Authored-By: rodolphito <rodol@rivalrebels.com>
2019-04-11 19:59:37 +02:00
vis2k
ec5ceb1149
update CompilationFinishedHook comment about cecil bug
2019-04-11 18:52:41 +02:00
Chris Langsenkamp
d46334d2eb
Add meta files for dummies
2019-04-11 11:22:40 -05:00
MrGadget
534a5a5834
Dummy NetworkAnimatorEditor
2019-04-11 07:22:01 -05:00
MrGadget
1dfd2dad6e
Dummy SyncListInitializer.cs
2019-04-11 07:21:44 -05:00
MrGadget
75e4f159e5
fix: Dummy file for SyncListStructProcessor.cs ( #798 )
...
Dummy file for SyncListStructProcessor.cs to avoid breaking compilation
2019-04-11 06:55:35 -05:00
MrGadget
b7e94d9e5a
Fixed typo
2019-04-11 07:44:41 -04:00
vis2k
bdbbed8b9d
Remove OwnerMessage to fix a bug where isLocalPlayer isn't reliable when checking it in Start() because OwnerMessage was received after SpawnFinished message ( #793 )
2019-04-11 00:01:31 +02:00
Paul Pacheco
97e9ac2483
perf: Reduce enum bandwidth ( #794 )
...
enums are serialized according to their size.
if enum extend byte, they use 1 byte
if enum extend short, they use 2 bytes
if enum extend int, they are varinted
if enum extend long, they are varinted
So on average, most enums will take 1 byte. Previously they always required 4 bytes
2019-04-11 00:01:09 +02:00
Paul Pacheco
f00c8e5e62
refactor: simplify enum logic a bit
2019-04-10 16:21:21 -05:00
Paul Pacheco
7b57830e6c
fix : #791 stack overflow in the weaver ( #792 )
...
remove unnecessary manual dispose calls in weaver
2019-04-10 16:58:49 +02:00
vis2k
5c850aa9ca
fix: workaround for #791
2019-04-10 16:03:37 +02:00
MrGadget
531e202bbe
fix: Round Robin Spawning by Hierarchy Order ( #790 )
...
Fixes #724
2019-04-10 12:34:14 +02:00
rodolphito
f46f32df55
Hide this obsoleted thing ( #786 )
2019-04-09 23:38:16 +02:00
MrGadget
69cb0389b0
Fixed ListServer example ( #785 )
...
Added EditorBrowsable(EditorBrowsableState.Never)
2019-04-09 22:02:15 +02:00
MrGadget
fd292e21bc
Obsoleted IsHeadless
...
IsHeadless() was just added in Feb. 2019, so I wouldn't expect wide usage so quickly, but since there have been 3 asset store publishes since then, it should be obsoleted for a bit.
Also made it `isHeadless` camelCase now that it's a property, which made obsoleting it possible.
2019-04-09 10:41:59 -05:00
MrGadget
e33581fa90
Simplify IsHeadless ( #782 )
2019-04-09 14:56:21 +02:00
Paul Pacheco
4644bc4b77
fix: Don't set framerate in host mode
2019-04-09 05:50:02 -05:00
vis2k
a2cc14bd20
fix: update NetworkIdentityEditor FindProperty to renamed variables
2019-04-09 11:40:59 +02:00
rodolphito
9d064c8013
These methods arent used, they should be commented along with the other error generator parts. ( #764 )
...
* These methods arent used, they should be commented along with the other error generator parts.
* Delete the comment
2019-04-09 10:01:57 +02:00
rodolphito
959be9338a
These should have been obsoleted with Paul's Message<T> PR ( #754 )
...
* These should have been obsoleted with Paul's Message<T> PR
* Do what vis says
2019-04-09 10:01:05 +02:00
rodolphito
cc3b4aaa6d
Simplify NetworkIdentity ( #752 )
...
* Simplify NetworkIdentity
* style: variable in separate line
Most of the code keeps the variables and attributes in separate lines.
2019-04-09 10:00:39 +02:00
rodolphito
7762158585
This should be readonly ( #778 )
2019-04-09 09:59:57 +02:00
rodolphito
07e355a3a3
Renamed networkBehaviours to networkBehavioursCache to reduce confusion ( #780 )
2019-04-09 09:56:28 +02:00
rodolphito
68433660ca
Make Weaver variable naming consistent ( #781 )
...
* Rename netViewTmp
* Rename UBehaviourIsServer
* Better name for IsServer
2019-04-09 09:55:56 +02:00
Rodol Phito
98d6e667b0
Added string binary compat test
2019-04-08 17:04:12 -05:00
Rodol Phito
dc0e07a851
Added string truncation test.
2019-04-08 17:04:12 -05:00
rodolphito
ca96e2a03f
Fix issue 763 by only catching while message decoding, and not during handling. ( #767 )
2019-04-08 15:53:45 +02:00
Paul Pacheco
fff765c96b
perf: use bitshift operations instead of division in varint
2019-04-08 06:18:56 -05:00
rodolphito
f0a8b5dea8
feat(telepathy): Split MaxMessageSize to allow setting a different value for client and server ( #749 )
...
* Split MaxMessageSize to allow setting a different value for client and server
* Rename fields to follow naming conventions, use using System;.
2019-04-08 09:53:46 +02:00
rodolphito
e8cae28258
This method isnt actually used anywhere. ( #674 )
2019-04-08 09:52:29 +02:00
vis2k
09a965e5bc
NetworkServer.SpawnObserversForConnection: remove redundant code with local client check. Local client ignores the spawn messages anyway. ( #735 )
2019-04-08 09:50:59 +02:00
rodolphito
7775801625
Follow naming conventions in NetworkBehaviour m_NetIdentity ( #760 )
...
* Follow naming conventions in NetworkBehaviour m_NetIdentity
* Use underscore prefix as per vis' suggestion
* renamed to netIdentityCache
2019-04-08 09:42:47 +02:00
rodolphito
1d3b3fcca9
Remove old comment ( #771 )
2019-04-08 09:18:14 +02:00
rodolphito
59a041810f
Add float binary compatibility tests to NetworkWriter, add tolerance threshold to Ray normal test. ( #772 )
2019-04-08 09:15:29 +02:00
Rodol Phito
4f21275a51
Added one more test to ensure theres no initial garbage when setting length
2019-04-07 20:44:58 -05:00
Rodol Phito
09089f166d
Added another clearer SetLength test, just in case.
2019-04-07 20:44:58 -05:00
Rodol Phito
63a14afdec
Test that SetLength and Position work as expected
2019-04-07 20:44:58 -05:00
rodolphito
72e4e55778
fix: Added WriteBytesAndSize tests, and fixed the function to be pedantic. ( #773 )
2019-04-07 20:11:41 -05:00
rodolphito
99c8f5c356
fix(serialization): Added NetworkWriter tests, found and fixed a bug in Write(Ray). ( #769 )
2019-04-07 16:10:17 -05:00
Paul Pacheco
03c767db6a
fix: Mark weaver as failed if serializing invalid type
2019-04-07 15:45:09 -05:00
rodolphito
f310c61405
tests: Add Endianness testing to NetworkWriter. ( #768 )
2019-04-07 15:17:35 -05:00
rodolphito
269c05bbf6
Updated debug messages in NetworkClient ( #761 )
2019-04-07 21:50:07 +02:00
MrGadget
3846e2f904
Fixed Lobby ( #765 )
2019-04-07 21:48:17 +02:00
vis2k
95d74bae60
remove outdated comment
2019-04-07 19:03:49 +02:00
rodolphito
b7ae7f006c
Simplify network connection clientOwnedObjects ( #758 )
...
* Simplify network connection clientOwnedObjects
* Whoops, missed this null check in NetworkServer. Thanks vis
2019-04-07 18:57:38 +02:00
Paul Pacheco
146988a6bb
style: remove blank lines
2019-04-07 11:49:25 -05:00
Paul Pacheco
6525dba77f
Remove resolved TODO
2019-04-07 11:47:52 -05:00
Paul Pacheco
077be58584
refactor: move SetupWriteFuctions to Writers
2019-04-07 11:44:43 -05:00
rodolphito
765c87e80c
Promote the Warning to an Error, because thats how it was before. Move it above the disconnect, in case Disconnect throws. ( #756 )
2019-04-07 18:41:01 +02:00
rodolphito
ecccb88be5
Follow naming conventions in NetworkBehaviour ( #759 )
2019-04-07 18:39:54 +02:00
rodolphito
f07ad218e0
This should have been readonly from day 1 too ( #757 )
2019-04-07 18:37:41 +02:00
Paul Pacheco
e01b5e4c7d
refactor: Move SetupReaders in Readers class
2019-04-07 11:35:38 -05:00
Paul Pacheco
53b3f435a3
refactor: Move readerFunc to readers class
2019-04-07 11:24:13 -05:00
Paul Pacheco
bf6278a28b
refactor: Move writerFuncs inside Writers.cs
2019-04-07 11:18:32 -05:00
Paul Pacheco
b3ee67ee28
refactor: remove unnecesary function
2019-04-07 11:10:28 -05:00
Paul Pacheco
b3b2673e09
refactor: remove unnecesary caches
2019-04-07 11:05:57 -05:00
MrGadget
48b155f785
Update LocalClient.cs
...
Corrected version
2019-04-07 04:44:10 -04:00
rodolphito
d3e3cb6a54
This should have been readonly from day 1 ( #751 )
2019-04-07 01:20:55 +02:00
rodolphito
f99466fa88
Remove a bunch of internals, it can be private. ( #748 )
2019-04-07 00:28:07 +02:00
c6burns
53be9b6d99
fix(weaver): fix #706 find system dlls ( #729 )
...
* added asmresolver back in
* disambiguate Assembly symbol
* add cache for pipeline asms
* add back precomp refs from pipeline
2019-04-06 22:02:14 +02:00
Paul Pacheco
d3baeeeec3
refactor: simplify writer/reader function lookup
2019-04-06 13:10:01 -05:00
Paul Pacheco
209a59fe73
refactor: make method private
2019-04-06 13:06:02 -05:00
Paul Pacheco
420fef509f
refactor: Move reader and writer generation to separate classes ( #746 )
...
* refactor: Move writer generation to a separate class
* refactor: Move reader generation out of weaver.cs
* refactor: Rename struct code generation functions
2019-04-06 12:53:39 -05:00
Paul Pacheco
b024362c29
refactor: simplify syncobject initialization
2019-04-06 09:12:17 -05:00
Paul Pacheco
06bbf6c3ab
style: use explicit variable types
2019-04-06 08:59:35 -05:00
Paul Pacheco
4aa6b34d90
style: indent for readability
2019-04-06 08:55:34 -05:00
Paul Pacheco
cf9f12d012
refactor: follow naming conventions
2019-04-06 08:46:31 -05:00
Paul Pacheco
5dee4e0c92
refactor: Reduce ProcessMethods cognitive complexity
2019-04-06 08:37:56 -05:00
Paul Pacheco
5a8e42028c
refactor: follow naming convention
2019-04-06 08:22:56 -05:00
Paul Pacheco
683ada6bd1
refactor: remove unused parameter
2019-04-06 08:21:38 -05:00
Paul Pacheco
81c9644a07
style: use explicit type
2019-04-06 08:19:34 -05:00
Paul Pacheco
34f308430b
style: Make class static
2019-04-06 08:19:13 -05:00
Paul Pacheco
c77bd5c59d
style: Make class static
2019-04-06 08:18:35 -05:00
Paul Pacheco
b705b67b39
style: use explicit type
2019-04-06 08:18:04 -05:00
Paul Pacheco
7e50ceaa73
style: use explicit type
2019-04-06 08:17:19 -05:00
Paul Pacheco
0b64616aa7
style: use explicit type
2019-04-06 08:14:56 -05:00
Paul Pacheco
12aa61a00d
style: use explicit type
2019-04-06 08:14:21 -05:00
Paul Pacheco
02bf5a5cf6
style: use explicit type
2019-04-06 08:13:55 -05:00
Paul Pacheco
017b5203c0
refactor: Remove unused nop
2019-04-06 08:13:37 -05:00
Paul Pacheco
0fb0c3671b
style: use explicit type
2019-04-06 08:12:33 -05:00
Paul Pacheco
9e6523e3fb
inline variable declaration
2019-04-06 08:12:11 -05:00
Paul Pacheco
da4e9df534
style: use compound assignment
2019-04-06 08:11:33 -05:00
Paul Pacheco
744910598d
style: use explicit type
2019-04-06 08:11:01 -05:00
Paul Pacheco
a95c796407
style: use explicit type
2019-04-06 08:10:19 -05:00
Paul Pacheco
15bef0bf47
refactor: remove unused nop
2019-04-06 08:09:41 -05:00
Paul Pacheco
f3a0c5763e
refactor: Remove unused parameters
2019-04-06 08:08:18 -05:00
Paul Pacheco
b7b827cebe
refactor: Remove unused parameters
2019-04-06 08:02:50 -05:00
Paul Pacheco
d563ec7a5c
refactor: Remove unused parameter
2019-04-06 07:59:27 -05:00
Paul Pacheco
c466be0f85
style: naming conventions
2019-04-06 07:53:14 -05:00
Paul Pacheco
cadb0cc51c
style: naming conventions
2019-04-06 07:50:58 -05:00
Paul Pacheco
aa75387d60
refactor: made fields readonly
2019-04-06 07:45:02 -05:00
Paul Pacheco
a302c180d3
refactor: naming convention
2019-04-06 07:43:55 -05:00
Paul Pacheco
adb16921c8
style: naming convention
2019-04-06 07:41:57 -05:00
Paul Pacheco
76392a3a4e
refactor: keep consistent namespace
2019-04-06 07:33:47 -05:00
Paul Pacheco
3a7646bab7
refactor: simplify switch
2019-04-06 07:16:36 -05:00
Paul Pacheco
0e285a5645
style: use simplest function available
2019-04-06 07:05:31 -05:00
Paul Pacheco
87e962b52b
style: 2 lines if
2019-04-06 07:01:48 -05:00
Paul Pacheco
eb1654f26e
style: naming convention
2019-04-06 06:56:16 -05:00
Paul Pacheco
314dde7d40
style: naming convention
2019-04-06 06:53:57 -05:00
Paul Pacheco
e8679a0562
refactor: remove pointless if
2019-04-06 06:51:37 -05:00
vis2k
b202473bcf
syntax
2019-04-06 13:33:38 +02:00
vis2k
9d2682eb2a
NetworkServer.SetupLocalPlayerForConnection: removed unused variable
2019-04-06 13:33:18 +02:00
vis2k
512c7ff521
NetworkManager.OnServerConnectInternal: simplify code
2019-04-06 13:18:21 +02:00
vis2k
c5236f5504
ClientScene.DestroyAllClientObjects is now called from ClientScene.Shutdown so that the NetworkManager doesn't have to worry about it
2019-04-06 13:13:32 +02:00
vis2k
a9a2afd06e
Remove NetworkManager.address because it seems pointless ( #744 )
2019-04-06 13:03:25 +02:00
vis2k
dfd729850e
NetworkIdentity.ClearObservers: simplify code
2019-04-06 12:43:22 +02:00
vis2k
dac128f036
NetworkIdentity.SetLocalPlayer: use foreach
2019-04-06 12:42:30 +02:00
vis2k
1ad3b120b6
NetworkIdentity.OnUpdateVars: reuse NetworkBehaviours which already calls GetComponents if not initialized yet
2019-04-06 12:40:46 +02:00
vis2k
242cf9f1d2
NetworkIdentity.OnStartClient: fix log message
2019-04-06 12:36:44 +02:00
vis2k
9e8dc924de
NetworkClient.RegisterHandler: remove unnecessary ToString
2019-04-06 12:32:11 +02:00
vis2k
c6fffc6505
add empty line
2019-04-06 12:20:58 +02:00
vis2k
54a24d7bda
ClientScene.AddPlayer: use proper variable name
2019-04-06 12:09:52 +02:00
vis2k
ef14026be4
ClientScene.RemovePlayer: shorter code
2019-04-06 12:09:00 +02:00
vis2k
fb716df129
fix: NetworkClient.Shutdown calls ClientScene.Shutdown again to properly clean up client scene. ClientScene only cleans up itself without touching transport or NetworkIdentities (fixes the bug where the player object wouldn't be destroyed after calling StopClient)
2019-04-06 12:03:57 +02:00
MrGadget
c691c07d96
Added EditorBrowsable(EditorBrowsableState.Never) to Obsoletes ( #741 )
2019-04-06 10:43:14 +02:00
rodolphito
333bbb062a
A gift for vis. ( #742 )
2019-04-06 10:42:52 +02:00
rodolphito
9d0cf977f9
Use checked() syntax to throw on overflow ( #740 )
...
* Use checked() syntax to throw on overflow
* Expect exceptions in the tests. Tests pass now.
2019-04-05 19:49:49 -05:00
rodolphito
b995a98743
Fixed NetworkReader tests, everything passes now. Also sneaked in two more tests for 0-length byte arrays because the conventional test didnt apply to them, since they didnt throw when there wasnt any data for them. Also made NetworkReader throw when it can't satisfy a request to read bytes past EOS. ( #739 )
2019-04-05 18:37:13 -05:00
rodolphito
f64e127378
Add tests for buffer overrun, raising the bar on NetworkReader. ( #734 )
2019-04-06 00:20:04 +02:00
vis2k
bd9d7b9fd6
NetworkReader.ReadString throws exception again
2019-04-06 00:18:55 +02:00
vis2k
cc16df72cc
Transport.TransportReceive catches exceptions and disconnects the connection after invalid data was received. ( #737 )
2019-04-06 00:17:45 +02:00
vis2k
7d2c5e5b0e
remove empty whitespace
2019-04-05 23:48:18 +02:00
vis2k
64ed66edbe
NetworkServer.InternalSetClientNotReady moved into SetClientNotReady because it can't be overwritten anymore anyway
2019-04-05 22:00:58 +02:00
vis2k
7b550fdf4b
NetworkServer.SetAllClientsNotReady: simplify code
2019-04-05 22:00:15 +02:00
vis2k
a526c39228
NetworkServer.InternalReplacePlayerForConnection: rename 'playerGameObject' to 'player' for consistency with AddPlayerForConnection
2019-04-05 21:57:36 +02:00
vis2k
e27ebf65bb
NetworkServer.InternalReplacePlayerForConnection: rename 'playerNetworkIdentity' to 'identity' for consistency with AddPlayerForConnection
2019-04-05 21:56:54 +02:00
vis2k
a3e9fbb5bd
NetworkServer.DisconnectAllConnections: simplify code
2019-04-05 21:53:24 +02:00
vis2k
a574b181bb
remove empty line
2019-04-05 21:45:01 +02:00
vis2k
fa64fa077f
NetworkServer: move UpdateServerObjects into Update
2019-04-05 21:43:17 +02:00
vis2k
2048addde4
NetworkClient.RegisterSystemHandlers: add comments
2019-04-05 21:33:02 +02:00
vis2k
a7e0b2c728
Add LocalClient.cs generated meta file
2019-04-05 20:23:39 +02:00
MrGadget
355585f1fc
Fixed Typo
2019-04-05 14:21:50 -04:00
MrGadget
fdb81ca2b2
Add LocalClient.cs Dummy for Asset Store ( #733 )
...
This file should ship with 1.7 to the Asset Store, and can be removed when 1.8 is ready to publish to the store in a May 2019.
2019-04-05 20:14:02 +02:00
rodolphito
95baed5e83
Add tests for strange floats, doubles, and decimals ( #732 )
2019-04-05 20:13:19 +02:00
vis2k
de0b9b5789
NetworkClient.active reads from .connectState so we don't have redundant states.
2019-04-05 20:11:22 +02:00
rodolphito
04370e56c0
Add more test cases to string read/write. ( #731 )
2019-04-05 19:52:39 +02:00
rodolphito
015d0d508e
fix: Potential DOS attack on server by sending packed ulongs when packed uints are expected. ( #730 )
...
* fix: Potential DOS attack on server by sending packed ulongs when packed uints are expected.
* Update NetworkReader.cs
2019-04-05 19:52:00 +02:00
rodolphito
3cee3abc48
fix: Potential DOS attack by sending invalid UTF8 byte sequences ( #727 )
...
* fix: Potential DOS attack by sending invalid UTF8 byte sequences
* Added test case for invalid UTF8 bytes
2019-04-05 19:47:37 +02:00
rodolphito
0d2f64228c
Added Unicode Strings test ( #728 )
2019-04-05 18:12:28 +02:00
vis2k
fdd35bc840
List Server Example: read IP from bytes again after list server IPv6 bug was fixed
2019-04-05 11:26:31 +02:00
rodolphito
4ee787b0eb
What even is m_td? Rename it to something that can actually be read. ( #709 )
2019-04-05 09:59:45 +02:00
rodolphito
5f63256cd1
We can hide this better by using this attribute ( #725 )
2019-04-05 09:59:25 +02:00
vis2k
ee2ace8e42
fix : #652 OnPostProcessScene includes disabled NetworkIdentities in scene
2019-04-04 18:41:42 +02:00
MichalPetryka
8caf299f4a
Whitespace and encoding normalization ( #722 )
2019-04-04 18:20:13 +02:00
rodolphito
7948961e14
Simplified code in NetworkConnection. ( #717 )
2019-04-04 18:17:44 +02:00
vis2k
62e28bdc46
List Server Example: IP as string again for easier IPv6 support
2019-04-04 17:08:44 +02:00
vis2k
11f34ef90f
List Server Example: update comments
2019-04-04 17:08:44 +02:00
vis2k
b329bc4e8a
List Server Example: improve comment log message
2019-04-04 17:08:44 +02:00
vis2k
bfe27ffadf
List Server Example: read/write title as UTF8 encoded bytes with length prefix
2019-04-04 17:08:44 +02:00
vis2k
5226ed64de
List Server Example: warn gameserver if it tries to send a too big message which would be rejected by List Server
2019-04-04 17:08:44 +02:00
vis2k
401455197f
List Server Example: read player, capacity before title
2019-04-04 17:08:44 +02:00
vis2k
33c8d5685f
add comment
2019-04-04 17:08:44 +02:00
vis2k
02fd8d3e8c
List Server Example: parse IP from bytes because the list server sends it as bytes now.
2019-04-04 17:08:44 +02:00
rodolphito
699a261e91
fix: weaver Cmd/Rpc/Target prefix check is no longer trash ( #707 )
...
* fix: weaver Cmd prefix check should not allow methods with names shorter than 3 characters.
* fix: weaver Rpc prefix check should not allow methods with names shorter than 3 characters.
* fix: weaver Target prefix check should not allow methods with names shorter than 6 characters.
* Update Assets/Mirror/Editor/Weaver/Processors/CommandProcessor.cs
Co-Authored-By: rodolphito <rodol@rivalrebels.com>
* Update Assets/Mirror/Editor/Weaver/Processors/TargetRpcProcessor.cs
Co-Authored-By: rodolphito <rodol@rivalrebels.com>
* Update Assets/Mirror/Editor/Weaver/Processors/RpcProcessor.cs
Co-Authored-By: rodolphito <rodol@rivalrebels.com>
2019-04-04 05:45:21 -05:00
vis2k
5994f0f207
List Server Example: show status indicator for client to list server connection
2019-04-04 10:08:58 +02:00
rodolphito
22d237505c
Renamed m_MessageHandlers to messageHandlers ( #708 )
2019-04-04 09:50:02 +02:00
rodolphito
cdeed8b558
Remove prefixes in NetworkAnimator. ( #710 )
2019-04-04 09:48:52 +02:00
rodolphito
77e5de7352
Renamed m_VisUpdateTime lastUpdateTime ( #711 )
2019-04-04 09:48:28 +02:00
rodolphito
a5ead70961
Rename s_NextNetworkId to nextNetworkId ( #712 )
2019-04-04 09:47:51 +02:00
rodolphito
13679887f4
Renamed m_CmdHandlerDelegates to cmdHandlerDelegates ( #713 )
2019-04-04 09:47:37 +02:00
rodolphito
382e125146
Removed s_ prefixes in NetworkManager ( #714 )
2019-04-04 09:47:12 +02:00
rodolphito
46841cdd3f
Remove k_ prefixes in weaver ( #715 )
...
* Rename k_CmdPrefix to CmdPrefix
* Rename k_RpcPrefix to RpcPrefix
* Rename k_TargetRpcPrefix to TargetRpcPrefix
2019-04-04 09:46:49 +02:00
rodolphito
df132b6893
Inlined an internal method call. ( #716 )
2019-04-04 09:46:19 +02:00
vis2k
e9717d87ad
Syntax
2019-04-03 16:05:45 +02:00
vis2k
370f66b9b4
List Server Example: add connected/disconnected log messages
2019-04-03 16:05:16 +02:00
vis2k
c617ffd61c
List Server Example: improve log messages
2019-04-03 16:05:03 +02:00
Paul Pacheco
053949b7d2
fix(weaver): #696 detect .mystruct = new MyStruct() changes with syncvars ( #702 )
...
* clearing struct should set dirty bit
This reproduces issue #696
using .mystruct = default uses initobj instead of stfld, so the weaver misses it
* refactor: use index for so that we can insert instructions
* refactor: rename test
* fix : #696 use generated setter for .mystruct = new MyStruct()
* Update PropertySiteProcessor.cs
* Update PropertySiteProcessor.cs
2019-04-03 13:59:37 +02:00
vis2k
5b30a94923
Merge pull request #705 from vis2k/MrGadget1024-patch-2
...
fix: Lobby Remove button not showing for P1 when Server Only
2019-04-03 13:37:16 +02:00
Paul Pacheco
e7c98af6eb
Obsolete non generic InvokeHandler
2019-04-03 06:27:46 -05:00
MrGadget
377c47ce74
fix: Lobby Remove button not showing for P1 when Server Only
2019-04-03 00:16:23 -04:00
Paul Pacheco
040bcb45ad
feat: SyncList now supports any IList implementation ( #704 )
2019-04-02 21:39:19 -05:00
Paul Pacheco
2683572fb4
feat: SyncDictionary can now be used for any IDictionary ( #703 )
2019-04-02 21:26:24 -05:00
vis2k
0c1d5001ba
Merge pull request #701 from Katori/DontDeletePDB
...
fix(Weaver): Don't delete the PDB after Weaving
2019-04-02 23:51:13 +02:00
Zac North
c78120eca2
Don't delete the PDB, what were they thinking?
2019-04-02 14:28:56 -04:00
vis2k
8dc0c73d77
Merge pull request #695 from MrGadget1024/Additive-Scene-Example
...
Additive Scenes Example
2019-04-02 17:08:28 +02:00
vis2k
e1b4b181c4
NetworkIdentity.RebuildObservers: change "Observer is not ready for: ..." warning to debug log, because it would constantly be spammed if a connection disconnects and we keep the player in the game for a while before disconnecting. E.g. if NetworkManager.OnServerDestroy delays the disconnect to avoid a player from fleeing combat.
2019-04-02 12:24:36 +02:00
vis2k
9c8211e573
NetworkServer.OnDisconnected: remove "Player not destroyed when connection disconnected." warning. This warning would be shown if a NetworkManager's OnServerDisconnect function wouldn't remove the player immediately, which is completely normal in most online games where the server delays a disconnect if the player was recently in combat - which would then show this warning every single time. OnServerDisconnect removes the player controller anyway, so there is no need for this warning at all.
2019-04-02 12:11:26 +02:00
Paul Pacheco
c58cf884d4
test: Test that setting syncvar sets dirty bits
2019-04-02 03:45:29 -05:00
Paul Pacheco
2ca80e1a90
refactor: move property site processor into a separate class
2019-04-02 03:16:50 -05:00
Paul Pacheco
ac697a454b
style: C#7 syntax
2019-04-02 02:32:29 -05:00
Paul Pacheco
312c0fcf5d
style: C# 7 code style
2019-04-02 02:27:11 -05:00
Paul Pacheco
9d54bf7bb1
style: naming convention
2019-04-02 02:26:01 -05:00
Chris Langsenkamp
297b671766
Renamed script to AdditiveNetworkManager
2019-04-01 19:18:15 -04:00
Chris Langsenkamp
2c0fa42568
Made Lobby player controller more similar to Additive player controller, per request.
2019-04-01 13:55:34 -04:00
Chris Langsenkamp
dc8f9b462a
Code changes as requested
2019-04-01 13:54:15 -04:00
vis2k
ab44ac8f8b
fix : #692 by always adding connectionToClient when rebuilding observers
2019-04-01 17:19:47 +02:00
vis2k
8f3c8edd86
RebuildObservers: add comments
2019-04-01 17:09:11 +02:00
vis2k
512e904ec0
RebuildObservers: order hashset syntax more logically
2019-04-01 17:01:44 +02:00
Chris Langsenkamp
32d6c19e5f
Initial Publish
2019-03-31 22:07:37 -04:00
Paul Pacheco
ee9c737bda
feat: allow users to detect mirror version 3
2019-03-31 13:27:03 -05:00
Paul Pacheco
e75d4b29dd
style: remove redundant methods
2019-03-31 11:30:30 -05:00
vis2k
b876e256eb
Merge pull request #689 from paulpach/zigzag
...
perf: Implement zigzag algorithm so negatives pack efficiently
2019-03-31 14:25:35 +02:00
Paul Pacheco
5f1ef4ab1f
perf: Pack small 64 bit negatives efficiently
2019-03-31 07:16:57 -05:00
Paul Pacheco
480af1aa6c
perf: Pack small 32 bit negatives efficiently
2019-03-31 07:16:51 -05:00
rodolphito
f5d80175fe
Fixed a typo in NetworkServer ( #691 )
2019-03-30 16:01:12 -05:00
rodolphito
2db7576bbc
perf: Use WritePackedUInt32 in SyncList ( #688 )
2019-03-30 12:33:16 -05:00
Paul Pacheco
3ec7f6c1d0
style: remove redundant field initialization
2019-03-30 12:21:37 -05:00
Paul Pacheco
d12c4b80ca
style: constructor of abstract class should be protected
2019-03-30 12:20:02 -05:00
rodolphito
594e8c9d89
Syncdict style ( #687 )
...
* Renamed m_Objects to objects
* Renamed Changes to changes
2019-03-30 12:16:35 -05:00
rodolphito
f61b757b8a
Synclist style ( #686 )
...
* Rename m_Objects to objects
* Rename Changes to changes
* Empty braces
* use default shorthand
* Use expression body getter
2019-03-30 12:09:37 -05:00
Paul Pacheco
bd304ab90b
style: follow C# code style conventions
2019-03-30 12:06:39 -05:00
Paul Pacheco
695979e914
feat: Add SyncHashSet and SyncSortedSet ( #685 )
...
* feat: Add SyncHashSet and SyncSorted set
2019-03-30 11:51:06 -05:00
Paul Pacheco
a8599c1af2
feat: Show compile time error if overriding unused OnServerAddPlayer ( #682 )
...
* remove obsolete OnServerAddPlayer
BREAKING CHANGE: Remove obsolete OnServerAddPlayer
Any person that overrides this method has a broken game. These methods are never called anywhere.
The user gets a warning because they are overriding an obsolete method, which might get ignored if they have lots of other warnings. They would run their game and their game would not work at all. No errors.
By removing these methods, users that override these methods will get a compile time error instead. So they cannot ignore this error and they will fix it.
* Method is no longer available in NetworkLobbyManager
2019-03-28 11:36:13 +01:00
Paul Pacheco
8dea50ed18
fix: call Obsoleted OnStartClient ( #681 )
2019-03-27 18:13:59 -05:00
MichalPetryka
468ec80dbb
Remove useless method ( #680 )
2019-03-27 17:23:37 -05:00
rodolphito
375303297c
Removed internal access modifier. ( #675 )
...
good catch, this should be private
2019-03-27 17:22:21 -05:00
rodolphito
40d2ec54e5
This method seems pretty redundant, could just be called directly. ( #677 )
2019-03-27 13:06:42 -05:00
MrGadget
49f39f9c09
Updated Obsolete comment and code to remove singleton ( #661 )
...
* Updated Obsolete comment and code to remove singleton
* Update NetworkClient.cs
* Update NetworkClient.cs
* Update NetworkClient.cs
2019-03-27 15:13:25 +01:00
rodolphito
1feff9d749
Removed useless comment. ( #676 )
2019-03-27 13:56:59 +01:00
rodolphito
6edfd3ddf1
Removed more internals. ( #673 )
2019-03-27 13:37:12 +01:00
rodolphito
ba298c74b0
Style guidelines say these are bad. ( #672 )
2019-03-27 13:20:36 +01:00
rodolphito
57066a6003
These can be private. ( #669 )
2019-03-27 13:13:27 +01:00
rodolphito
4897edd76a
More internal access modifier removals ( #671 )
2019-03-27 13:13:11 +01:00
rodolphito
9be7426efa
Remove s_ prefix because the entire class is static, the prefix doesnt actually specify anything. ( #668 )
2019-03-27 12:04:07 +01:00
rodolphito
86c1942310
Remove s_ prefix because the entire class is static, the prefix doesnt actually specify anything. ( #667 )
2019-03-27 12:03:37 +01:00
rodolphito
595039865f
Removed duplicated address storage. ( #664 )
...
* Removed duplicated address storage.
* Removed the obsoletion as per vis' request.
2019-03-27 10:27:41 +01:00
rodolphito
c289ffb440
Remove proxy methods for setting playerController. ( #665 )
...
* Deprecate proxy methods for setting playerController.
* shortened obsoleted methods.
* This isnt actually public facing, its internal. Obsoletion is unnecessary, plain removal is ok.
2019-03-27 10:26:45 +01:00
uwee
f4cdfbf952
Remove IsClientConnected ( #663 )
...
* remove IsClientConnected
no longer needed now that NetworkClient is static
* removed in other scripts also
* marked as obsolete
2019-03-27 09:15:03 +01:00
MrGadget
d7306986b6
Updated Lobby Example Scenes Lighting ( #662 )
2019-03-26 17:49:56 +01:00
MrGadget
d2868646fa
SyncVar Updates ( #660 )
...
* Change SyncVar hooks to use `nameof`
I intentionally left the test for missing hook as a literal string because it won't compile otherwise.
* Removed unnecessary property value set from hook
2019-03-26 15:40:28 +01:00
uwee
68f63b5f69
bool InActiveScene not referenced in any script? ( #656 )
...
* code is not referenced in any script?
* fully remove code
2019-03-26 13:58:05 +01:00
Paul Pacheco
2d63ee1318
fix: Set syncvar variables after calling the hook ( #659 )
...
Previously, during deserialize, Mirror either called the hook for a syncvar or it set the variable, but never both. So users had to set the variable inside the hook.
```cs
class Player : NetworkBehaviour {
[SyncVar(hook=nameof(OnVarChanged))]
public int myvar;
public void OnVarChanged(int newvalue) {
Debug.Log("Got new value " + newvalue);
Debug.Log("Old value is " + myvar);
// with this pull request the following line is no longer needed
// the weaver will do this after the hook finishes
// this.myvar = newvalue;
}
}
```
fix: Hook not working with NetworkIdentity or GameObjects
Deserializing NetworkIdentity or GameObjects was broken, it called the hook only if there was no hook, and it saved the variable only if there was a hook.
2019-03-26 07:15:25 -05:00
Paul Pacheco
4d74f555b1
Update Assets/Mirror/Runtime/NetworkClient.cs
...
Co-Authored-By: vis2k <info@noobtuts.com>
2019-03-26 12:16:57 +01:00
vis2k
1879f5ecdc
Add [Obsolete] for compatibility
2019-03-26 12:16:57 +01:00
vis2k
9bc1dc1e85
NetworkClient class made static
2019-03-26 12:16:57 +01:00
vis2k
912572d6fe
NetworkClient.ConnectLocalServer: use the same order as Connect
2019-03-26 12:16:57 +01:00
vis2k
7bc320d098
LocalClient class moved into NetworkClient
2019-03-26 12:16:57 +01:00
vis2k
31836c16d1
NetworkClient.RemoveTransportHandlers made static
2019-03-26 12:16:57 +01:00
vis2k
4dbaff8ac1
NetworkManager.StartClient/StartHost don't return NetworkClient anymore
2019-03-26 12:16:57 +01:00
vis2k
d1d006e6d7
NetworkClient.Connect made static
2019-03-26 12:16:57 +01:00
vis2k
080bf2eaf0
NetworkClient.InitializeTransportHandlers made static
2019-03-26 12:16:57 +01:00
vis2k
32ed62f82b
NetworkClient.OnError made static
2019-03-26 12:16:57 +01:00
vis2k
461ba0b036
NetworkClient.OnDisconnected made static
2019-03-26 12:16:57 +01:00
vis2k
60083ff72d
NetworkClient.OnDataReceived made static
2019-03-26 12:16:57 +01:00
vis2k
42bceb25d9
NetworkClient.OnConnected made static
2019-03-26 12:16:57 +01:00
vis2k
493bf7fa5f
NetworkClient.RegisterSystemHandlers made static
2019-03-26 12:16:57 +01:00
vis2k
bc6c2542f6
NetworkClient.UnregisterHandler made static
2019-03-26 12:16:57 +01:00
vis2k
9eac983872
. NetworkManager.RegisterClientMessages doesn't require NetworkClient parameter anymore
2019-03-26 12:16:57 +01:00
vis2k
712aecb452
NetworkClient.REgisterHandle made static
2019-03-26 12:16:57 +01:00
vis2k
ba00554e0c
NetworkClient.GetRTT made static
2019-03-26 12:16:57 +01:00
vis2k
4abc58b136
NetworkClient.Send(msgId, msg) made static
2019-03-26 12:16:57 +01:00
vis2k
cd56c6a6f7
NetworkTime.UpdateClient doesn't require NetworkClient anymore
2019-03-26 12:16:57 +01:00
vis2k
8c125d2fd3
NetworkClient.Send made static
2019-03-26 12:16:57 +01:00
vis2k
558e1d8754
NetworkClient.SetHandlers made static
2019-03-26 12:16:57 +01:00
vis2k
180d3f8cf4
NetworkClient.isConnected made static
2019-03-26 12:16:57 +01:00
vis2k
604c205025
NetworkClient.serverIp made static
2019-03-26 12:16:57 +01:00
vis2k
882a7d5ba8
NetworkClient.connection made static
2019-03-26 12:16:57 +01:00
vis2k
f351a8a6d4
NetworkClient.connectState made static
2019-03-26 12:16:57 +01:00
vis2k
006d5d3bc8
NetworkClient.handlers made static
2019-03-26 12:16:57 +01:00
rodolphito
3a8fa3f571
Remove internal access modifier. ( #658 )
2019-03-26 12:09:43 +01:00
rodolphito
a96417112d
Use ulong instead of uint to support up to 64 animator parameters. ( #655 )
...
* Use ulong instead of uint to support up to 64 animator parameters.
* Split onto new line as Paul asked
2019-03-26 07:57:51 +01:00
uwee
65eaba1fe0
fix : #651 GetSceneAt assumes default scene ( #654 )
...
Changed to GetActiveScene
2019-03-26 07:57:31 +01:00
Paul Pacheco
8c93f31b80
refactor: Load parameters right before function call
2019-03-25 23:13:52 -05:00
vis2k
ff909bf830
Telepathy license file included
2019-03-25 20:03:27 +01:00
vis2k
14807f6ef7
add comment
2019-03-25 16:20:17 +01:00
vis2k
13bb748603
fix: Revert "NetworkClient.Shutdown: call ClientScene.Shutdown, otherwise it's never called" - caused client's player to not be removed from scene after disconnecting
...
This reverts commit e1e7b3132e
.
2019-03-25 16:19:22 +01:00
rodolphito
d483901432
Use PackedUInt for dirty bits for bandwidth ( #649 )
2019-03-25 13:13:14 +01:00
uwee
4c7c97bf70
reset netId counter to 1 on NetworkServer.Shutdown ( #645 )
2019-03-25 05:37:28 -05:00
rodolphito
6120a8e082
Removed unused parameter from NetworkAnimator. ( #648 )
2019-03-25 08:07:45 +01:00
Paul Pacheco
e2a6ce9811
feat: Add weaver support for Vector2Int and Vector3Int ( #646 )
2019-03-24 16:04:13 -05:00
vis2k
7836433b4f
Local Connection's connectionId is now set to 0 inside of their constructors, instead of doing it in LocalClient
2019-03-24 21:16:55 +01:00
vis2k
5f7c4d48b4
NetworkServer.AddLocalClient renamed to SetLocalConnection because that's what it does. The connection is created in LocalClient now too, this way NetworkServer doesn't need to depend on LocalClient(!)
2019-03-24 21:15:05 +01:00
vis2k
829da79288
LocalClient.InternalConnectLocalServer sets connectionId to 0 directly instead of getting it from NetworkServer.AddLocalClient (which shows an error message if failed anyway)
2019-03-24 21:07:41 +01:00
vis2k
56c163d9cd
NetworkServer.RemoveLocalClient renamed to RemoveLocalConnection because NetworkServer only keeps a local connection, not a local client
2019-03-24 21:07:41 +01:00
uwee
6db11b298b
Add the name of the Message back to the debug
...
The random int representing the Message is less human readable.
2019-03-24 14:50:13 -05:00
vis2k
ca2c72aee8
NetworkServer.s_LocalConnection replaced with .localConnection private setter
2019-03-24 20:46:34 +01:00
Paul Pacheco
48674151f0
perf: don't varint bytes and shorts
2019-03-24 14:45:03 -05:00
vis2k
bdf12c85d0
fix : #640 InternalReplacePlayerForConnection calls SpawnObserversForConnection now too
2019-03-24 19:41:41 +01:00
vis2k
a2d6317642
fix : #573 NullReferenceException because destroyed NetworkIdentities were never removed from sceneIds dict
2019-03-24 19:28:25 +01:00
rodolphito
1e5fc3cde5
Made dirty bits not rely on NetworkWriter position manipulation hackery. ( #636 )
...
* Made dirty bits not rely on NetworkWriter position manipulation hackery.
* Renamed GetDirtyBits to NextDirtyBits, as discussed with Paul.
* Expanded one line ifs.
2019-03-24 12:43:39 -05:00
Paul Pacheco
a495f66fc1
refactor: configure frame rate in a virtual method ( #638 )
...
Moved frame rate configuration into a virtual method so that people can override it and we reduce StartServer complexity
Fixes #567
2019-03-24 08:58:11 -05:00
vis2k
2d492607c8
pong example: ball is only simulated on server now
2019-03-24 14:38:22 +01:00
vis2k
e521a20052
fix : #573 (part 2) NetworkManager detects additive scene loads and respawns objects on server/client again
2019-03-24 13:24:29 +01:00
vis2k
c1af84e6bf
fix : #573 (part 1) NetworkScenePostProcess handles NetworkIdentities of all scenes except DontDestroyOnLoad. this way it works for additively loaded scenes too.
2019-03-24 13:24:29 +01:00
vis2k
603dfa1fe9
don't use continue and improve comments
2019-03-24 13:24:29 +01:00
vis2k
051cd7cf66
add comment
2019-03-24 13:24:29 +01:00
vis2k
bce7c54fa1
NetworkScenePostProcess: only set inactive if this was actually a valid scene object
2019-03-24 13:24:29 +01:00
rodolphito
b3595d3f5d
Code simplification and optimization. ( #635 )
2019-03-24 10:47:14 +01:00
Zac North
7d21bded9a
feat(syncvar): Add SyncDictionary ( #602 )
...
* Added basic SyncDictionary support, no support for structs yet
* Fixed TryGetValue usage
* Removed extraneous hardcoded SyncDictionary type
* Added a couple basic tests, more coming
* Added 4 more tests
* Added two tests and SyncDictionary now bubbles item to Callback on Remove (both Remove cases)
* Added the remainder of tests
* Added basic documentation about SyncDictionaries on StateSync.md page
* Simplify test syntax
Co-Authored-By: Katori <znorth@gmail.com>
* Simplify test syntax
Co-Authored-By: Katori <znorth@gmail.com>
* Simplify test syntax
Co-Authored-By: Katori <znorth@gmail.com>
* Simplify test syntax
Co-Authored-By: Katori <znorth@gmail.com>
* Remove null-check when setting value directly (and updated expected test behaviour)
* fix: Provide default implementation for SyncDictionary serializers
* feat: Add Weaver support for syncdictionary
* Fix minor issue with Set code and made test use Weaved serialization instead of manual
* Added a new test for bare set (non-overwrite)
* Added another test for BareSetNull and cleaned up some tests
* Updated SyncDictionary documentation on StateSync.md
* Update docs with SyncDictionary info
* Update SyncDictionary docs wording
* docs: document the types and better example
* Add two SyncDictionary constructors
* Removed unnecessary initialization
* Style fixes
* - Merged many operation cases
- Fixed Contains method
- Added new test to test contains (and flag its earlier improper usage)
- Use PackedUInt32 instead of int for Changes and Counts
* - Simplify "default" syntax
- Use Rodol's remove method (faster)
- Don't use var
* Removed unnecessary newline, renamed <B, T> to <K, V> per vis2k, corrected wording of InvalidOperationException on ReadOnly AddOp
* Code simplification, style fixes, docs example style fixes, newly improved implementation for CopyTo that fails gracefully
2019-03-24 10:18:31 +01:00
rodolphito
fea46b801d
Remove NetworkAnimatorEditor and animator parameter mask. ( #633 )
2019-03-24 09:39:51 +01:00
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 )
...
* Added missing SyncListByteValid test file (passing)
* Added a missing newline
2019-03-23 18:40:38 +01:00
MichalPetryka
1595fb07b1
PreprocessorDefine rework ( #626 )
...
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
vis2k
4eb01da0c1
update welcome message
2019-03-22 17:19:05 +01:00
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 )
...
* 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 )
...
* 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
vis2k
75e51513db
added the log message again too
2019-03-22 09:58:04 +01:00
vis2k
1a55c3d52d
NetworkManager: move OnServerAddPlayerInternal code into OnServerAddPlayer because it was really just the implementation for OnServerAddPlayer moved into another function
2019-03-22 09:53:21 +01:00
vis2k
4b4dd179cc
sort regular and obsolete OnServerAddPlayer functions
2019-03-22 09:51:27 +01:00
vis2k
a39954003a
NetworkManager.RegisterServerMessages for AddPlayerMessage uses OnServerAddPlayer directly instead of wrapping it with a OnServerAddPlayerMessageInternal function
2019-03-22 09:46:14 +01:00
vis2k
fa4efa6683
syntax
2019-03-21 18:12:34 +01:00
vis2k
155764cea8
simplify NetworkIdentity.RebuildObservers
2019-03-21 17:58:15 +01:00
vis2k
f90cdae3c6
fix #384 : duplicating scene objects at runtime is now detected and and error is shown. otherwise the user could instantiate scene objects at runtime, which would then send the sceneId to the client, then the client wouldn't know which of the multiple objects to use for the sceneId, resulting in things getting out of sync.
2019-03-21 11:46:55 +01:00
Zac North
c9eac57ce8
fix: OnClientReady is called and passed the appropriate ready state value in NetworkLobbyPlayer ( #618 )
2019-03-21 02:27:25 -05:00
Martin Evans
28b067d3cd
refactor: Generic IMessageBase
to allow struct message types ( #619 )
...
* - Added a `IMessageBase` as an interface to `MessageBase`. Existing messages which inherit `MessageBase` (including ones which do not implement Serialize/Deserialize and rely on the weaver) will continue to work in exactly the same way as before!
- Modified any methods which were generic `T where T : MessageBase` to be `T where T : IMessageBase`. this does not change things at all for all existing usages of the method.
These two changes allow end users to implement IMessageBase as a `struct` instead of `MessageBase` as a `class`, so they are no longer forced to allocate message objects in their own code.
* Update .gitignore
* Update Messages.cs
* Update MessageBaseTests.cs
* Update MessageBaseTests.cs
* Update MessageBaseTests.cs
2019-03-20 19:44:42 -05:00
Paul Pacheco
9d043182bf
feature: SyncList now support structs ( #614 )
...
Previously, if you wanted a synclist of structures, you would do: SyncListSTRUCT<MyStruct>
Now you can use SyncList<MyStruct>
SyncListSTRUCT is left there, but obsolete
2019-03-20 12:45:46 +01:00
vis2k
22640b5e62
Mirror List Server example ( #611 )
...
feature: Mirror List Server example
2019-03-20 09:38:53 +01:00
Anthony Eckert
00961ccc9c
feature: Add NoRotation to NetworkTransform ( #616 )
...
This allows you to leave rotation out of the NetworkTransform if you only need position.
Right now if you don't need sync rotation and set compression to Lots, it can move your object in ways not expected. This forces you to use no compression as a fix. Using more bandwidth for something you don't need. I think this is all that is needed, tested it in my game and it works.
2019-03-19 23:46:33 -05:00
Paul Pacheco
80bce0a626
refactor: rename SyncObjectProcessor -> SyncObjectInitializer
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The name SyncObjectProcessor is confusing because it does not process syncobjects. Instead it initializes syncobjects in a NetworkBehaviour.
this avoids the confusion with SyncListStructProcessor, that does process synclists to add serialization methods
2019-03-19 08:26:03 -05:00
Paul Pacheco
6e51e69e3d
refactor: rename SyncListProcessor -> SyncListInitializer
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SyncListProcessor is a very confusing name, it does not process synclists at all, instead it initializes synclists in the network behaviour.
This is more confusing especially since SyncListStructProcessor does process the synclists to add serialization methods, and both of them normally work
in tandem in different parts of the code
2019-03-19 08:23:28 -05:00
vis2k
8f8856d320
remove targetrpc first parameter networkconnection test because it's optional now
2019-03-18 13:08:28 +01:00
MichalPetryka
c1707e5917
fix: Don't disconnect host ( #608 )
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* Don't disconnect host
* Update NetworkConnection.cs
2019-03-18 09:38:51 +01:00
vis2k
ed6a93724f
tanks: projectiles
2019-03-17 22:23:20 +01:00
vis2k
21327065f2
rename Examples/Movement to Examples/Tank
2019-03-17 21:46:53 +01:00
vis2k
97b4e26d8b
movement: add a light to the tank
2019-03-17 21:46:18 +01:00
vis2k
a2165d3278
movement: dirt texture
2019-03-17 21:38:58 +01:00
vis2k
d41c5d0040
movement: adjust camera
2019-03-17 21:31:45 +01:00
vis2k
6a11335050
movement: improve code
2019-03-17 21:30:45 +01:00
vis2k
a773df4905
movement: use animations
2019-03-17 21:30:45 +01:00
vis2k
c0b2d63a8d
movement: rename player to tank
2019-03-17 21:18:57 +01:00