James Frowen
75dc0af65f
Pipeline fix for performance tests ( #1666 )
...
* updating coverage manifest
* removing version tag
2020-04-06 09:42:47 -05:00
James Frowen
52e91e7d1e
Benchmark performance test ( #1661 )
...
* benchmark performance test
* adding hooks for performance test
* using hooks to measure time of Lateupdate
moving code to setup and teardown
2020-04-06 09:49:46 +02:00
Chris Langsenkamp
532555bbea
Put methods in call order
2020-04-04 12:03:08 -04:00
James Frowen
34415fe876
performance test for ULocalConnection ( #1655 )
2020-04-04 15:03:05 +02:00
James Frowen
3219fd4b51
performance test for NetworkWriter ( #1654 )
2020-04-04 15:02:48 +02:00
James Frowen
0157f9d909
adding performance test asmdef ( #1653 )
...
* adding performance test asmdef
* adding performance tests to packages
* fixing asmdef to work with 2018 and 2019
2020-04-04 14:21:53 +02:00
Paul Pacheco
84b2c8cf26
perf: Use continuewith to queue up ssl messages ( #1640 )
...
get rid of the complicated queue. Use Task.continuewith
also, apparently we have to flush or latency is really bad.
2020-04-03 07:24:07 -05:00
James Frowen
2ef8404f82
adding Category to weaver and Telepathy tests ( #1643 )
2020-04-02 18:50:42 +02:00
James Frowen
456fde07bc
removing cahced field ( #1641 )
2020-04-02 18:49:38 +02:00
James Frowen
4d5cee893d
perf: Adding buffer for local connection ( #1621 )
...
* Using writer for local connection
LocalConnectionBuffer
* removing assert
* fixing error and cleaning up code
* removing old queue
* tests for LocalConnectionBuffer
* removing field
* removing extra lines
* Update LocalConnections.cs
removing empty line
* adding comment for packet count
2020-04-02 18:49:09 +02:00
Chris Langsenkamp
caccebaa17
Updated example prefabs
2020-04-02 01:11:11 -04:00
Chris Langsenkamp
a6f98b09cf
Updated NetworkManager Script Template
2020-04-01 23:49:47 -04:00
Paul Pacheco
6591539c31
Remove unused local variable
2020-04-01 12:02:44 -05:00
Chris Langsenkamp
e420dcb6b6
Fixed comment in template
2020-04-01 05:33:16 -04:00
MrGadget
d2a58a4c25
fix: Destroyed NetMan due to singleton collision must not continue. ( #1636 )
...
* fix: Destroyed NetMan due to singleton collision must not continue.
* Added comment
* Added Comment
2020-04-01 11:29:35 +02:00
Paul Pacheco
f2ccb59ae6
feat: logging api ( #1611 )
...
* feat: logging api
Provide a ILogger (from unity framework) per class
it can track loggers per class and use Debug.unityLogger by default
* Logger field should never change
* Support loggers for static classes
Unfortunately we can't have generics with static classes.
Thus we can keep the loggers in a Dictionary instead indexed by name
if you need a logger for a static class, you can just do:
private static readonly ILogger logger = LogFactory.GetLogger(nameof(MyClass));
* Remove unused using
* Better tests by providing a mock handler
2020-04-01 11:27:51 +02:00
James Frowen
4fea1ee9b3
making singleton private set ( #1635 )
2020-04-01 01:11:45 +02:00
James Frowen
8087d3da7d
explicit type preference ( #1634 )
2020-03-31 22:57:47 +02:00
James Frowen
2617d65ad1
removing unnecessary this ( #1633 )
2020-03-31 22:57:27 +02:00
James Frowen
1e326ce6fe
removing unnecessary casts ( #1632 )
2020-03-31 22:56:54 +02:00
James Frowen
7dde2f80fe
removing and sort using ( #1631 )
2020-03-31 22:56:30 +02:00
James Frowen
f19e2d3aac
more formatting ( #1630 )
2020-03-31 22:55:58 +02:00
James Frowen
c6501aab06
formatting ( #1629 )
2020-03-31 12:15:30 -05:00
Chris Langsenkamp
7f208ffba9
Updated Comments
2020-03-30 22:28:59 -04:00
James Frowen
1ae038172a
perf: faster NetworkReader pooling ( #1623 )
...
* replacing stack with array for NetworkReaderPool
* Reader tests
2020-03-30 17:08:21 +02:00
James Frowen
f9335bb5f3
Finding WeaverAssembler path before running tests ( #1608 )
...
* Finding WeaverAssembler path before running tests
* using nameof
2020-03-30 14:45:36 +02:00
James Frowen
dcb618bfd6
fixing MissingReferenceException ( #1624 )
2020-03-29 21:39:18 -04:00
Paul Pacheco
deb286f0c2
refactor: simplify getting hook method
2020-03-29 14:25:07 -05:00
Paul Pacheco
518233cd7e
This is always true
2020-03-29 14:11:54 -05:00
Paul Pacheco
69fdbea892
Unused using
2020-03-29 14:11:54 -05:00
James Frowen
da2e61b30a
doc comments ( #1622 )
2020-03-29 11:41:21 -05:00
vis2k
254a49496f
NetworkWriterPool: add performance comment
2020-03-29 17:33:03 +02:00
vis2k
d865dddb4e
10k demo: deterministic health updates
2020-03-29 17:29:11 +02:00
James Frowen
4fa43a9471
perf: faster NetworkWriter pooling ( #1620 )
...
* using array in NetworkWriterPool instead of stack
* Using property
adding debug warning if pool is full
* adding tests for NetworkWriterPool
* Update NetworkWriterPool.cs
* Update NetworkWriterPoolTest.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-03-29 17:16:16 +02:00
Paul Pacheco
e96b687563
Revert "perf: faster NetworkWriter pooling ( #1616 )"
...
This reverts commit 5128b122fe
.
2020-03-28 19:04:06 -05:00
Paul Pacheco
96e690ef9c
Revert "Explain why 10"
...
This reverts commit e8cdb7569d
.
2020-03-28 19:03:53 -05:00
Paul Pacheco
e8cdb7569d
Explain why 10
2020-03-28 18:14:48 -05:00
James Frowen
e12f33d306
fixing MissingReferenceException ( #1619 )
2020-03-28 15:00:48 -04:00
James Frowen
5128b122fe
perf: faster NetworkWriter pooling ( #1616 )
...
Stack turned out to be slow way to pool NetworkWriters.
Replace them with an array
see #1614
2020-03-28 12:58:00 -05:00
Paul Pacheco
61163cacb4
perf: replace isValueType with faster alternative ( #1617 )
...
According to vis benchmark here https://github.com/vis2k/Mirror/issues/1614#issuecomment-605443808
isValueType is an expensive operation.
This microoptimization replaces isValueType for a faster (not so readable) alternative
2020-03-28 12:27:42 -05:00
Paul Pacheco
166b8c9467
perf: use byte[] directly instead of MemoryStream ( #1618 )
...
* perf: use byte[] directly instead of MemoryStream
* Optimize writing int32 and int64
* Update Assets/Mirror/Runtime/NetworkWriter.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update Assets/Mirror/Runtime/NetworkWriter.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update Assets/Mirror/Runtime/NetworkWriter.cs
* Start with bigger buffer
* Woops, should have double checked suggestion
* Removed invalid Test
We should not require NetworkWriter to behave in certain way when Position
is set to out of bounds.
That is an invalid use of NetworkWriter, so NW should be free to do any behavior
* smells
* Update NetworkWriter.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-03-28 18:17:53 +01:00
vis2k
a4bd6e7e66
Examples: added 10k monsters benchmark ( #1615 )
...
* scene and 1bit from kenney
* tilemap
* slice sprites
* name some
* create empty tile
* 2d cam
* monster prefab
* 100 monsters
* monster netid
* rename
* zoom cam, 10k monsters
* resave scene for sceneids
* Monster script
* add transparent textures for monsters
* replace monster sprite with transparent
* scripts
* mvoed into benchmarks folder
* player sprite
* tilemap background
* player prefab
* health update
2020-03-28 13:03:19 +01:00
Paul Pacheco
3fb7559561
remove redundant code block
2020-03-27 17:25:33 -05:00
Paul Pacheco
f56471085f
Fix typos in tests
2020-03-27 17:21:24 -05:00
Paul Pacheco
10813cb9eb
Reduce cognitive complexity of GenerateClassOrStructReadFunction
2020-03-27 17:14:39 -05:00
Paul Pacheco
ef80575787
Remove redundant code block
2020-03-27 17:06:59 -05:00
Paul Pacheco
6587c1f7b9
Better comment
2020-03-27 17:03:40 -05:00
Paul Pacheco
1f8b27e927
Remove unused using
2020-03-27 17:02:59 -05:00
Lymdun
5d76afbe29
perf: Remove redundant mask ( #1604 )
2020-03-27 11:34:56 +01:00
Paul Pacheco
dbe1365329
fix naming convention
2020-03-26 23:15:09 -05:00
Paul Pacheco
1d4eed77ed
Simplify getting methods
2020-03-26 19:28:17 -05:00
James Frowen
c6023c8275
unit test for IsActiveScene ( #1597 )
2020-03-27 00:22:46 +01:00
Paul Pacheco
c1cfc42181
perf: simplify and speed up getting methods in weaver
2020-03-26 17:35:15 -05:00
Paul Pacheco
ebc817028b
reduce cognitive complexity of CheckForHookFunction
2020-03-26 17:35:15 -05:00
Paul Pacheco
c6e8717909
simplify getting attribute fields
2020-03-26 17:35:15 -05:00
Chris Langsenkamp
5146e95fe0
Udpated scene file
2020-03-26 18:15:44 -04:00
vis2k
6151edc730
rename test
2020-03-26 21:27:47 +01:00
vis2k
e059b23a7f
NetworkManager.StopHost stops client, then server. Seems more consistent this way. ( #1602 )
2020-03-26 21:10:16 +01:00
vis2k
678ac68b58
fix : #1515 - StopHost now invokes OnServerDisconnected for the host client too ( #1601 )
...
* fix : #1515 - StopHost now invokes OnServerDisconnected for the host client too
* avoid NullReferenceException when calling StopHost without StartHost
* test WIP
* test
2020-03-26 20:54:53 +01:00
Paul Pacheco
c8a1a5e56f
feat: now you can assign scenes even if not in Editor ( #1576 )
...
* feat: now you can assign scenes even if not in Editor
Instead of using scene name, scenes are now identified by path.
This fixes a couple problems:
1) In the room example, now you can assign the scenes even if they have
not been added to the editor. This was a constant pain because if you
open the offlinescene, all the scenes got wiped. You had to add the
scenes to the editor and reassign them all again. With this PR you
will still need to add them to the editor, but they will remain
assigned.
2) It is possible for multiple scenes to have the same name, but it is
not possible for multiple scenes to have the same path. So this is
a more robust way to identify scenes
This also greatly simplifies the scene SceneDrawer
BREAKING CHANGE: You will need to reassign your scenes after upgrade
* Automatically fix properties that were using name
If you open a NetworkManager or other gameobject that uses a scene name
it now gets converted to scene path by the SceneDrawer
* Use get scene by name
* Scene can never be null
* Update Assets/Mirror/Examples/AdditiveScenes/Scenes/MainScene.unity
* Issue warning if we drop the scene
* Issue error if scene is lost
* Add suggestion on how to fix the error
* Keep backwards compatibility, check for scene name
* cache the active scene
* Update Assets/Mirror/Editor/SceneDrawer.cs
Co-Authored-By: James Frowen <jamesfrowendev@gmail.com>
* GetSceneByName only works if scene is loaded
* Remove unused using
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-03-26 17:49:47 +01:00
vis2k
8c6ae0f8b4
fix : #1599 - NetworkManager HUD calls StopHost/Server/Client depending on state. It does not call StopHost in all cases. ( #1600 )
2020-03-26 17:34:16 +01:00
Paul Pacheco
7a6b854179
Simplify finding custom attributes
2020-03-26 09:52:39 -05:00
Paul Pacheco
d530d7a1e4
Lists are not needed anymore
2020-03-26 07:50:16 -05:00
Paul Pacheco
97fe7a0a01
Simplify adding substitute methods
2020-03-26 07:46:15 -05:00
Paul Pacheco
9c4d172664
reduce Cognitive complexity
2020-03-26 00:36:15 -05:00
Paul Pacheco
486b094b22
reduce Cognitive complexity
2020-03-26 00:33:04 -05:00
Paul Pacheco
559cf80755
parameter name matches base class
2020-03-26 00:25:35 -05:00
Paul Pacheco
910aeab4eb
fix smells
2020-03-26 00:24:20 -05:00
Paul Pacheco
3029467709
fix flaky test
2020-03-26 00:17:22 -05:00
Paul Pacheco
de768d142f
Remove redundant if
2020-03-25 05:02:04 -05:00
Paul Pacheco
62525a9b4b
Use List instead of yield return
2020-03-25 04:53:20 -05:00
Paul Pacheco
307807d68c
Use List instead of yield return
2020-03-25 04:53:20 -05:00
vis2k
ad39ddc92f
NetworkTransform rotation compression removed. Gets rid of endless discussions, optimizations and issues. Sending a quaternion is never going to fail. ( #1595 )
...
* NetworkTransform rotation compression removed. Gets rid of endless discussions, optimizations and issues. Sending a quaternion is never going to fail.
* keep empty file
* keep empty file
2020-03-25 10:18:07 +01:00
Chris Langsenkamp
ef2f6b45bc
Removed noisy warning and added reason in comments
2020-03-24 23:56:52 -04:00
Chris Langsenkamp
111ae51102
Room Example shows how to get Network Manager out of DontDestroyOnLoad
2020-03-24 22:04:54 -04:00
Chris Langsenkamp
d034ef616f
feat: Added Virtual OnRoomStopServer to NetworkRoomManager and Script Template
2020-03-24 22:02:01 -04:00
Paul Pacheco
8026f6dcac
unnest ifs
2020-03-24 20:17:03 -05:00
Paul Pacheco
0541b339ed
Merge ifs, fix smells
2020-03-24 20:14:43 -05:00
Paul Pacheco
9c917c582e
Remove unused using
2020-03-24 20:09:05 -05:00
Paul Pacheco
2a3470dfb4
Helpers should not be instantiated
2020-03-24 20:08:42 -05:00
Paul Pacheco
b740b2487b
this is not code
2020-03-24 20:07:30 -05:00
Paul Pacheco
260e37cbb2
Reduce cognitive complexity of OnCompilationFinished
2020-03-24 20:04:34 -05:00
Paul Pacheco
6f04ff77d7
Remove commented out code
2020-03-24 20:02:49 -05:00
Paul Pacheco
48cf45b8ce
Remove unused method
2020-03-24 20:01:55 -05:00
Paul Pacheco
f4bc7ca691
use same parameter name in override
2020-03-24 20:01:00 -05:00
Paul Pacheco
433818b440
Remove cognitive complexity of NetworkInformation
...
Split up large method,
Use static variables instead of fields
2020-03-24 19:58:39 -05:00
Chris Langsenkamp
85c4f1bcf1
Remove unused variable
2020-03-24 17:58:04 -04:00
vis2k
347cb5374d
fix : #1593 - NetworkRoomManager.ServerChangeScene doesn't destroy the world player before replacing the connection. otherwise ReplacePlayerForConnection removes authority form a destroyed object, causing all kidns of errors. The call wasn't actually needed. ( #1594 )
...
* fix : #1593 - NetworkRoomManager.ServerChangeScene destroys the world player after replacing the connection, not before. previously ReplacePlayerForConnection would operate on dead data.
* remove it entirely
2020-03-24 22:28:04 +01:00
Paul Pacheco
9a50fbd507
Remove redundant initialization
2020-03-24 15:59:17 -05:00
Paul Pacheco
9fe718e8d5
playerName -> PlayerName
2020-03-24 15:59:17 -05:00
Paul Pacheco
72de733a62
remove redundant initialization
2020-03-24 15:59:17 -05:00
Paul Pacheco
1be3333905
Move ResolveMethod together
2020-03-24 15:59:17 -05:00
Paul Pacheco
25b13f83c2
CheckDLLPath -> CheckDllPath
2020-03-24 15:59:17 -05:00
Paul Pacheco
f74abc8f86
UnityEngineDLLDirectoryName -> UnityEngineDllDirectoryName
2020-03-24 15:59:17 -05:00
Paul Pacheco
e83daa8c5c
drawSyncList -> DrawSyncList
2020-03-24 15:59:17 -05:00
MrGadget
c796116758
Remove Usage of LAN in HUD and Docs ( #1592 )
...
* Remove usage of LAN in HUD and docs
* Server + Client
* Host (Server + Client)
* HUD Image
2020-03-24 21:55:18 +01:00
Paul Pacheco
4c15fcf771
fix naming conventions
2020-03-24 15:25:54 -05:00
Paul Pacheco
6968234689
Reduce cognitive complexity of OnPostProcessScene
...
Fixes smell found by sonar qube
No code changes, just split into 2 functions
2020-03-24 15:20:42 -05:00
Paul Pacheco
e841aa9bf7
merge ifs
2020-03-24 15:10:32 -05:00
Paul Pacheco
9cc67938c3
remove redundant cast
2020-03-24 15:08:29 -05:00
Paul Pacheco
2d554d446e
Reduce cognitive complexity of RebuildObservers
...
Identified as a smell by sonar qube
No logic changes, just refactor the code into a separate functions
2020-03-24 14:52:19 -05:00
Chris Langsenkamp
f084706bdf
Scene meta update
2020-03-24 15:28:34 -04:00
Paul Pacheco
c69ae75d6a
simplify parameter change
2020-03-24 13:47:10 -05:00
Paul Pacheco
aba028e74b
Reduce cognitive complexity of NetworkRoomPlayer.OnGUI
...
fixes code smell in SQ, no behavior change, just split the method into
smaller methods
2020-03-24 12:52:02 -05:00
Paul Pacheco
102a8822b0
fix smell discard unused parameter
2020-03-24 12:52:02 -05:00
Paul Pacheco
e8c9d7951d
test that we cannot unpack the wrong message
2020-03-24 10:37:54 -05:00
Paul Pacheco
a7ab26fa7d
Simplify tests
2020-03-24 08:31:19 -05:00
Paul Pacheco
4a9dca3c1c
Simplify tests
2020-03-24 08:16:19 -05:00
Paul Pacheco
1362b80eb4
A test should only test one thing
2020-03-24 08:11:42 -05:00
Paul Pacheco
f6bb3a9f06
use Assert.Throws
2020-03-24 08:09:41 -05:00
Paul Pacheco
2714be3869
Remove unused using
2020-03-24 08:04:42 -05:00
Paul Pacheco
3321dd8a95
Move NSubstitute to common folder, It will be used in play mode tests
2020-03-24 08:03:22 -05:00
Paul Pacheco
19a17c15b9
MemoryTransport is only for tests
2020-03-24 08:01:39 -05:00
vis2k
9e26b26689
NetworkIdentity.isServer simplified via one flag instead of helper variable + netId check. When isServer is set in OnStartServer, netId is set to != 0 in any case, so the previous check was unnecessary. ( #1590 )
...
* NetworkIdentity.isServer simplified via one flag instead of helper variable + netId check
* simplify teardowns
* NetworkIdentityTests can set isServer directly now
* networkbehaviourtests simplified
* NetworkServerTests can set isServer directly now
* remove comment
2020-03-24 11:25:04 +01:00
vis2k
9d088bc942
fix #1484 : isServer state in NetworkIdentity is not dependent on NetworkServer.active anymore. Fixes a bug where isServer was already false in OnDestroy, but we sometimes still need it there to save a player etc. Also added a test to prevent it in the future. ( #1585 )
...
* fix #1484 : revert isServer simplifiy. Fixes a bug where isServer was already false in OnDestroy, but we need sometimes still need it there to save skillbars etc.
* update comment
2020-03-24 11:07:40 +01:00
vis2k
2f87f3cca7
Runtime tests setup
2020-03-24 10:52:14 +01:00
Paul Pacheco
613356a6d0
fix smell, call parameter the same as base method
2020-03-23 10:29:45 -05:00
Paul Pacheco
0beba4dd2b
fix smell, call parameter the same as base method
2020-03-23 10:28:49 -05:00
Paul Pacheco
f4a8692873
fix smell, keep parameter name in override
2020-03-23 10:27:51 -05:00
Paul Pacheco
bb655de71b
fix smell keep overloaded methods together
2020-03-23 10:26:25 -05:00
Paul Pacheco
3a73a11a55
fix smell, use pascal case
2020-03-23 10:22:06 -05:00
Paul Pacheco
effb05e732
fix smells
2020-03-23 10:21:45 -05:00
James Frowen
cf55333a07
fix: overriden hooks are invoked ( fixes #1581 ) ( #1584 )
...
* failing tests for virutal methods used by syncvar hook
* replacing Assert.fail to stop OnDeserialize failed error
* adding tests to make sure classes are set up correctly
* fix: call overriden hooks
Use a virtual call for hooks. fixes #1581
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-03-23 14:06:24 +01:00
James Frowen
c7c3ee4ab9
Tests for SyncLists that use structs ( #1583 )
2020-03-22 17:05:50 -05:00
Paul Pacheco
addf847675
Move comments to previous line ( #1579 )
...
* Move comments to the previous Lines
We have a mix of comments at on the previous line and at the end of
the line. We need to "pick one way and stick with it".
Per the C# code guidelines, comments go on the previous line. See here:
https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions
This also makes pull requests more readable since comments are less
likely to wrap
There are no code changes here, just a search and replace for all comments
This also makes cloc counts more accurate as it can better determine
how many lines of comments vs code we have
* Update Assets/Mirror/Components/NetworkTransformBase.cs
* Update Assets/Mirror/Examples/ListServer/ListServer.cs
* Update Assets/Mirror/Tests/Editor/WeaverTests~/TestingScriptableObjectArraySerialization.cs
* Update Assets/Mirror/Tests/Editor/WeaverTests~/TestingScriptableObjectArraySerialization.cs
2020-03-21 19:31:10 +01:00
MrGadget
b627779acd
fix: Make SendToReady non-ambiguous ( #1578 )
2020-03-21 11:33:35 -05:00
James Frowen
ad10ca115e
Weaver test for adding guard code ( #1574 )
...
* Adding check to make sure weaver adds code
* tests for network behaviour
* marking methods as static
* adding comment to method body
* making Weaver internal
* replacing string
2020-03-21 16:03:48 +01:00
James Frowen
0eb180555d
Fixing exceptions ( #1569 )
...
* removing another use of serializedObject
breaks when target is null
* adding check if target is NetworkBehaviour
* moving check from OnInspectorGUI
2020-03-21 14:46:02 +01:00
MrGadget
3156504270
fix: Added LogFilter.Debug check in a few places ( #1575 )
2020-03-21 14:42:33 +01:00
Chris Langsenkamp
4d827cd9f6
fix: comment punctuation
2020-03-20 20:30:35 -04:00
Chris Langsenkamp
cedbd8fb7a
Make roomPlayerPrefab protected so it can be referenced in derived classes
2020-03-20 20:23:16 -04:00
Chris Langsenkamp
a8c4d6682e
Fixed Template
2020-03-20 19:22:38 -04:00
James Frowen
d9cc73eabe
moving code to its own class ( #1573 )
...
* moving code to its own class
* using code suggestions
2020-03-20 22:21:01 +01:00
Paul Pacheco
59687675c9
Fix sonarqube null warning
...
Once upon a time, connections could be null here. This is no longer
the case, connections always have something,
Even if they were null, this method would not work at all because
the conn.Send call at the bottom would throw NRE.
Therefore the null checks here are unnecesary
2020-03-20 08:01:33 -05:00
FirstGearGames
57eff86e3f
Change LogError to Log. Added more details. ( #1545 )
...
Since messages behave similar to events and given the process is not technically breaking, using LogError seems incorrect. Using Log, maybe LogWarning would be more appropriate. Added additional text to clarify why the user may be seeing that log entry.
2020-03-20 10:56:02 +01:00
James Frowen
e040e6dc85
Removing use of serialized object ( #1568 )
...
using serializedObject causes AgumentException if target is null
2020-03-19 21:56:34 -05:00
James Frowen
c7c3ea8e0f
Moving draw synclist to class ( #1566 )
...
creating SyncListDrawer
2020-03-19 21:32:00 -05:00
James Frowen
a520c0e41d
Simplifying get type ( #1567 )
...
* adding IsParameterControlledByCurve check
* Simplifying GetType
Adding Warning because target is only null is something has gone wrong
* removing serializedObject.update
we dont use any values from serializedObject so we dont need to call update
2020-03-19 21:31:08 -05:00
James Frowen
421832f650
Cleaning up network behaviour inspector ( #1565 )
...
split large method into smaller ones
2020-03-19 20:46:53 -05:00
James Frowen
cc4032e236
Adding header before sync list ( #1564 )
...
matches untiy's Header style
2020-03-19 20:04:48 -05:00
James Frowen
55107115c6
feat: SyncSet and SyncDictionary now show in inspector ( #1561 )
...
SyncSet and SyncDictionary now show in inspector
2020-03-19 20:02:51 -05:00
Paul Pacheco
6b0fa18e0f
Remove unused HideScriptField
2020-03-19 19:28:47 -05:00
Paul Pacheco
5571716749
Remove unused initialize field
2020-03-19 19:25:33 -05:00
James Frowen
b8c87d9053
fix: show private serializable fields in network behavior inspector ( #1557 )
...
* adding IsParameterControlledByCurve check
* Adding all visible syncvar fields to syncVarNames
old code only included public sync var fields
new code includes public and private fields with "SerializeField"
* adding comment
* adding method comment
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-03-19 18:52:31 -05:00
James Frowen
55767bb54d
Fixing syncs anything ( #1560 )
...
* adding IsParameterControlledByCurve check
* Fixing SyncsAnything
old code would not work with custom SyncObjects
2020-03-19 18:40:57 -05:00
James Frowen
98ecf7b647
Moving initialize code to onenable ( #1558 )
...
* adding IsParameterControlledByCurve check
* Moving Init code to OnEnable
the initialized bool is redundant
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-03-19 18:36:37 -05:00
James Frowen
b4ff4f2ce1
Using draw default inspector ( #1559 )
...
* adding IsParameterControlledByCurve check
* using DrawDefaultInspector
Now that SyncVar has a drawer this code is redundant
2020-03-19 18:29:55 -05:00
Chris Langsenkamp
e946c79194
fix: Fixed ClienRpc typos
2020-03-18 19:02:58 -04:00
James Frowen
cf8b979cce
adding IsParameterControlledByCurve check ( #1547 )
2020-03-18 17:30:16 +01:00
MrGadget
2d1b142276
fix: Prevent Double Call of NetworkServer.Destroy ( #1554 )
...
* fix: Prevent Double Call of NetworkServer.Destroy
* doc: Updated ChangeLog
* Extended comments and added LogWarning
2020-03-18 17:25:22 +01:00
James Frowen
35d7c9ddb4
adding PropertyDrawer for syncvar ( #1552 )
...
This fixing position of label with HeaderAttribute
This will also make sure that label is shown for all visable fields
2020-03-18 09:36:10 +01:00
Chris Langsenkamp
6f617f92e3
Added Tooltips and Headers to NetworkRoomManager and NetworkRoomPlayer
2020-03-17 23:47:57 -04:00
Chris Langsenkamp
a4ffcbe280
fix: Updated NetworkRoomPlayer inspector and doc and image
2020-03-17 19:22:53 -04:00
MrGadget
46c80bdc2e
Reverted 6431c28a
( #1553 )
2020-03-17 19:08:47 -04:00
vis2k
4faec29559
removed obsoletes ( #1542 )
...
* lobby
* networkroommanager
* networkanimatoreditor
* networkidentityeditor
* preprocessordefine
* clientscene
* customattributes
* localclient
* messages
* networkbehaviour
* networkclient
* networkconnection
* networkidentity
* networkmanager
* networkserver
* networkwriter
* syncdictionary
* synclist
* unetwork
* transport
* networkmessage
* remove leftover obsoletes
* NetworkServer
* NetworkManager
* NetworkRoomManager
* NetworkRoomManager
* AddPlayerMessage
* NetworkLobbyManager & NetworkLobbyPlayer
* PreprocessorDefine
* Removed usings
* Commented test class
* Restored NetworkMessage as empty file
* Removed SyncVarSTRUCT tests
* Removed SyncVarSTRUCT tests
Co-authored-by: Chris Langsenkamp <chris@clevertech.net>
leaving a few ones still in there:
addplayermessage
llapi because still useful
networkbehaviour.getrpchandler for networkprofiler
BREAKING CHANGE: removed obsoletes
2020-03-17 15:25:36 -05:00
Chris Langsenkamp
7bd137847d
Added Deprecated Comment
2020-03-17 11:03:00 -04:00
Paul Pacheco
658847b096
fix: Command and Rpc debugging information ( #1551 )
...
When replacing command and rpc methods, we now correctly move over
the debugging information.
Now you can put breakpoints in commands and Rpc
Should fix #1550
2020-03-16 18:50:14 -05:00
Paul Pacheco
0b84d4c5e1
fix: Report correct channel to profiler in SendToObservers
2020-03-15 11:54:39 -05:00
vis2k
20a2d09d07
fix: NetworkBehaviour.SyncVarNetworkIdentityEqual made protected again so that Weaver finds it again
2020-03-09 21:54:19 +01:00
vis2k
165a1dd94c
fix: NetworkBehaviour.SyncVarGameObjectEqual made protected again so that Weaver finds it again
2020-03-09 21:51:17 +01:00
vis2k
76dd0c83bf
syntax
2020-03-09 16:50:32 +01:00
vis2k
c928ef2353
syntax
2020-03-09 16:39:31 +01:00
vis2k
5801051a29
Weaver Helpers: remove unused AddSearchDirectoryHelper
2020-03-09 16:23:51 +01:00
vis2k
a26a0a39e2
syntax
2020-03-09 16:22:27 +01:00
vis2k
eb4ccd54b7
syntax
2020-03-09 16:21:36 +01:00
vis2k
83c8beac5e
NetworkClientTests: Send
2020-03-09 11:23:28 +01:00
vis2k
df0ec137d0
NetworkClientTests: DisconnectInHostMode
2020-03-09 11:12:22 +01:00
vis2k
53165d2096
NetworkClientTests: ConnectUri
2020-03-09 11:05:59 +01:00
vis2k
572866410f
Tests: MemoryTransport server connection id changed from 0 to 1 because 0 is reserved for localhost and will be rejected
2020-03-09 11:05:48 +01:00
vis2k
fe94b74009
Tests: MemoryTransport LateUpdate exposed so we can process messages
2020-03-09 11:05:19 +01:00
vis2k
f26ba488b8
NetworkClientTests: isConnected
2020-03-09 10:51:41 +01:00
vis2k
f9b8914e6d
NetworkClientTests: serverIp
2020-03-09 10:47:44 +01:00
Chris Langsenkamp
4b27388771
Removed StartHost from ScriptTemplate
2020-03-08 11:19:13 -04:00
Paul Pacheco
f1860e3db9
test: test for obsolete should also be obsolete
2020-03-08 09:12:10 -05:00
vis2k
b74ef10780
NetworkBehaviourTests: OnStartLocalPlayer
2020-03-07 20:50:55 +01:00
vis2k
d48ab55ede
NetworkBehaviourTests: OnStartClient
2020-03-07 20:50:01 +01:00
vis2k
ad0788fb95
NetworkBehaviourTests: OnNetworkDestroy
2020-03-07 20:48:42 +01:00
vis2k
35ab00f4eb
NetworkBehaviourTests: SerializeAndDeserializeObjectsAll
2020-03-07 20:42:52 +01:00
vis2k
d703072768
NetworkBehaviour.DeSerializeObjectsDelta made internal so it can be tested
2020-03-07 20:42:42 +01:00
vis2k
d5b7802ae3
NetworkBehaviourTests: SerializeAndDeserializeObjectsAll
2020-03-07 20:38:58 +01:00
vis2k
2ff53580ba
NetworkBehaviour: DeSerializeObjectsAll made internal so we can test it
2020-03-07 20:38:46 +01:00
vis2k
07530a301f
NetworkBehaviourTests: DirtyObjectBits
2020-03-07 20:31:30 +01:00
vis2k
a4e0b32713
NetworkBehaviour.DirtyObjectBits made internal so it can be tested
2020-03-07 20:31:19 +01:00
vis2k
f12048a5c8
NetworkBehaviourTests: ClearAllDirtyBitsClearsSyncObjectsDirtyBits
2020-03-07 20:21:06 +01:00
vis2k
81c86d3d80
NetworkBehaviourTests: ClearAllDirtyBitsClearsSyncVarDirtyBits
2020-03-07 20:15:57 +01:00
vis2k
258d3bed02
NetworkBehaviourTests: GetSyncVarNetworkIdentityOnClientNull
2020-03-07 18:57:06 +01:00
vis2k
29035aaa7e
NetworkBehaviourTests: GetSyncVarNetworkIdentityOnClient
2020-03-07 18:56:54 +01:00
vis2k
c84cbe38de
NetworkBehaviourTests: GetSyncVarNetworkIdentityOnServerNull
2020-03-07 18:56:45 +01:00
vis2k
ed71ab0824
NetworkBehaviourTests: GetSyncVarNetworkIdentityOnServer
2020-03-07 18:56:34 +01:00
vis2k
b81a48ff36
NetworkBehaviourTests: SetSyncVarNetworkIdentityZeroNetId
2020-03-07 18:54:04 +01:00
vis2k
abcecf1eaf
NetworkBehaviourTests: SetSyncVarNetworkIdentityNull
2020-03-07 18:53:56 +01:00
vis2k
356a054109
NetworkBehaviourTests: SetSyncVarNetworkIdentityWithValidObject
2020-03-07 18:53:47 +01:00
vis2k
006d3d5660
NetworkBehaviourTests: GetSyncVarGameObjectOnClientNull
2020-03-07 18:36:47 +01:00
vis2k
01a16581b3
NetworkIdentityTests: GetSyncVarGameObjectOnClient
2020-03-07 18:35:26 +01:00
vis2k
8acdd76699
NetworkBehaviourTests: GetSyncVarGameObjectOnServerNull
2020-03-07 18:31:28 +01:00
vis2k
c6c1a36559
NetworkBehaviourTests: GetSyncVarGameObjectOnServer
2020-03-07 18:29:54 +01:00
vis2k
f51e587c67
remove old empty Telepathy.dll + meta file. This causes a confusing 'failed to parse meta file' warning in Unity 2019.3, and we don't need it anymore anyway. UNET never had Telepathy.
2020-03-07 18:02:44 +01:00
vis2k
7006313aad
NetworkBehaviourTests: SetSyncVarGameObjectZeroNetId
2020-03-07 18:00:12 +01:00
vis2k
9ff2a60e7a
NetworkBehaviourTests: SetSyncVarGameObjectWithoutNetworkIdentity
2020-03-07 17:57:04 +01:00
vis2k
be422c9fda
NetworkBehavourTests: SetSyncVarGameObjectNull
2020-03-07 17:40:45 +01:00
vis2k
ab8da21853
tests: syncInterval 0 for isdirty to work
2020-03-07 17:40:37 +01:00
vis2k
87eecc5d3f
clean up too
2020-03-07 17:38:16 +01:00
vis2k
971a499a82
NetworkBehaviourTests: SetSyncVarGameObjectWithValidObject
2020-03-07 17:36:42 +01:00
vis2k
9687168ea4
NetworkBehaviourTests: SyncVarNetworkIdentityEqualUnspawnedIdentityZeroNetIdIsTrue
2020-03-07 14:55:22 +01:00
vis2k
e4e540c602
NetworkBehaviourTests: SyncVarNetworkIdentityEqualUnspawnedIdentity
2020-03-07 14:55:20 +01:00
vis2k
a9f83bb8bc
NetworkBehaviourTests: SyncVarNetworkIdentityEqualValidIdentityWithSameNetId
2020-03-07 14:55:18 +01:00
vis2k
1408e8de42
NetworkBehaviourTests: SyncVarNetworkIdentityEqualValidIdentityWithDifferentNetId
2020-03-07 14:55:16 +01:00
vis2k
c9a3a0dceb
NetworkBehaviourTests: SyncVarNetworkIdentityEqualNull
2020-03-07 14:55:14 +01:00
vis2k
f9c9e140f5
NetworkBehaviourTests: SyncVarNetworkIdentityEqualZeroNetIdNullIsTrue
2020-03-07 14:55:11 +01:00
vis2k
cdf86ee3c8
NetworkBehaviour.SyncVarNetworkIdentityEqual made internal so it can be tested. will be made static soon anyway.
2020-03-07 14:55:09 +01:00
vis2k
a67db0df86
NetworkBehaviourTests: SyncVarGameObjectEqualUnspawnedGOZeroNetIdIsTrue
2020-03-07 14:45:54 +01:00
vis2k
b400f4a04a
NetworkBehaviourTests: SyncVarGameObjectEqualUnspawnedGO
2020-03-07 14:45:51 +01:00
vis2k
5506503da4
NetworkBehaviourTests: SyncVarGameObjectEqualValidGOWithSameNetId
2020-03-07 14:45:49 +01:00
vis2k
a3ae46f8f4
NetworkBehaviourTests: SyncVarGameObjectEqualValidGOWithDifferentNetId
2020-03-07 14:45:47 +01:00
vis2k
46a13a2c2a
NetworkBehaviourTests: SyncVarGameObjectEqualZeroNetIdAndGOWithoutIdentityComponentIsTrue
2020-03-07 14:45:45 +01:00
vis2k
8edad03328
NetworkBehaviourTests: SyncVarGameObjectEqualZeroNetIdNull
2020-03-07 14:45:43 +01:00
vis2k
08f426970a
NetworkBehaviourTests: SyncVarGameObjectEqualWithoutIdentityComponent
2020-03-07 14:45:41 +01:00
vis2k
949ce8288c
NetworkBehaviourTests: SyncVarGameObjectEqualNull
2020-03-07 14:45:39 +01:00
vis2k
fa707832a9
NetworkBehaviour.SyncVarGameObjectEqual made internal so we can test it. We will make this static soon anyway.
2020-03-07 14:45:37 +01:00
vis2k
7c4ea0d08b
NetworkBehaviour.GetRpcHandler renamed to GetDelegate
2020-03-07 14:01:57 +01:00
vis2k
bf1ac3279b
improve previous test
2020-03-07 13:58:52 +01:00
vis2k
3acdd97fee
NetworkBehaviourTests: GetRpcHandler
2020-03-07 13:56:09 +01:00
vis2k
cdd7055b66
clean up last test too
2020-03-07 13:50:45 +01:00
vis2k
00ef376f2d
NetworkBehaviourTests: RegisterDelegate improved
2020-03-07 13:48:20 +01:00
vis2k
f22188ff0b
NetworkBehaviourTests: RegisterDelegateDoesntOverwrite
2020-03-07 13:43:35 +01:00
vis2k
7071794e46
NetworkBehaviour.InvokeDelegate: fix error message saying the same function twice instead of the new function
2020-03-07 13:43:27 +01:00
vis2k
88640c9d89
NetworkBehaviour.RegisterDelegate: improve syntax
2020-03-07 13:43:00 +01:00
vis2k
ab1211b287
NetworkBehaviourTests: InvokeSyncEvent
2020-03-06 16:29:23 +01:00
vis2k
05c2a13e02
NetworkBehaviourTests: SendEventInternal
2020-03-06 16:27:46 +01:00
vis2k
8e9bcac4f6
NetworkBehaviourTests: InvokeRPC
2020-03-06 10:41:48 +01:00
vis2k
3c4b2fd9d8
NetworkBehaviourTests: SendTargetRPCInternal
2020-03-06 10:39:07 +01:00
vis2k
7656a833c9
NetworkBehaviourTests: SendRPCInternal
2020-03-06 09:52:15 +01:00
vis2k
644626294b
NetworkBehaviourTests: InvokeCommand
2020-03-05 21:45:24 +01:00
vis2k
92835cfc12
NetworkBehaviourTests: clear up delegates
2020-03-05 21:43:37 +01:00
vis2k
342f5b8b98
NetworkBehaviourTests: SendCommandInternal
2020-03-05 21:43:31 +01:00
vis2k
85dab627ef
NetworkIdentityTests: clear up delegates
2020-03-05 21:43:14 +01:00
vis2k
b91ed1aead
NetworkServerTests: clear up delegates
2020-03-05 21:43:10 +01:00
vis2k
1bdd6a80b2
NetworkBehaviourTests: SendCommandInternal improved
2020-03-05 16:01:42 +01:00
vis2k
faa78493b9
NetworkBehaviourTests: SendCommandInternal
2020-03-05 15:47:26 +01:00
vis2k
b330a9c6b3
accidentally merged this one
2020-03-05 14:31:12 +01:00
vis2k
e37e2ff2fc
NetworkBehaviourTests: InitSyncObject
2020-03-05 13:42:45 +01:00
vis2k
cdea476212
NetworkBehaviourTests: HookGuard
2020-03-05 13:40:26 +01:00
vis2k
c4060df00b
NetworkBehaviourTests: OnCheckObserverTrueByDefault
2020-03-05 13:26:24 +01:00
vis2k
43909bb40e
NetworkBehaviourTests: ComponentIndex
2020-03-05 13:20:31 +01:00
vis2k
eb977896f8
NetworkIdentityTests: HasIdentitysConnectionToClient
2020-03-05 12:59:04 +01:00
vis2k
892215cfe3
NetworkIdentityTests: HasIdentitysConnectionToServer
2020-03-05 12:58:55 +01:00
vis2k
d396857148
NetworkBehaviourTests: HasIdentitysNetId
2020-03-05 12:42:03 +01:00
vis2k
6fffb051d1
NetworkBehaviourTests: HasNoAuthorityByDefault
2020-03-05 12:24:39 +01:00
vis2k
f326520d31
NetworkBehvaviourTests: simplify
2020-03-05 12:21:29 +01:00
vis2k
be6696032f
NetworkIdentityTests: IsClientOnly
2020-03-05 12:19:48 +01:00
vis2k
8f9064a923
NetworkBehaviourTests: IsServerOnly
2020-03-05 10:09:08 +01:00
vis2k
15915f573e
NetworkBehaviourTests preparations
2020-03-04 23:54:22 +01:00
vis2k
1d120a9d80
NetworkIdentity.RebuildObserver: move observers code above host visibility code
2020-03-04 18:38:17 +01:00
vis2k
d9ea5fdcf2
NetworkIdentityTests: RebuildObserversReturnsIfNull
2020-03-04 17:21:56 +01:00
vis2k
37e783f625
NetworkIdentityTests: RebuildObserversAddRemoveAndVisListTest that tests a full add/remove observers workflow
2020-03-04 17:17:21 +01:00
vis2k
0093a2cfe1
NetworkConnection.visList made internal so we can test RebuildObservers fully. It's a complex function and we need to be 100% sure that visList behaviour is correct.
2020-03-04 17:16:59 +01:00
vis2k
290561167d
NetworkIdentityTests: RebuildObserversAddsReadyComponentConnectionsIfImplemented
2020-03-04 14:55:34 +01:00
vis2k
a5f495a774
fix: NetworkIdentity.RebuildObservers: added missing null check for observers coming from components that implement OnRebuildObservers. Previously this caused a NullReferenceException.
2020-03-04 14:55:27 +01:00
vis2k
26c0c03fd8
NetworkIdentityTests: RebuildObserversSetsHostVisibility
2020-03-04 14:34:07 +01:00
vis2k
1ddb9ae075
add comment
2020-03-04 13:21:18 +01:00
vis2k
0f110eb4b7
NetworkIdentity.RebuildObservers: put conn null/ready checks into one line
2020-03-04 13:20:39 +01:00
vis2k
4ba456439a
NetworkIdentity.RebuildObservers: improve comments to explain what happens
2020-03-04 13:15:56 +01:00
vis2k
dbfd1830d3
NetworkIdentity.RebuildObservers: syntax improved
2020-03-04 13:14:26 +01:00
vis2k
1133fe4e25
forgot to remove comment
2020-03-04 09:23:23 +01:00
vis2k
8e6f5ba89c
NetworkIdentityTests: RebuildObserversDoesNotAddServerConnectionsIfImplemented
2020-03-04 09:22:04 +01:00
vis2k
9c09c26a5c
fix: SendToObservers missing result variable
2020-03-04 09:20:28 +01:00
vis2k
66d858e631
NetworkIdentityTests: RebuildObserversAddsReadyServerConnectionsIfNotImplemented
2020-03-04 09:17:47 +01:00
Paul Pacheco
9c81c9b2eb
refactor: SendToObserver returns void ( #1539 )
...
We calculate a bool out of SendToObserver, but it is not clear what it is
and we don't use the result at all. So just simplify things.
2020-03-04 08:52:17 +01:00
vis2k
549c729a07
NetworkIdentityTests: AddAllReadyServerConnectionsToObservers
2020-03-03 23:43:20 +01:00
vis2k
a5602011dd
rename to be 100% obvious
2020-03-03 23:31:44 +01:00
vis2k
66d3e8ddf7
NetworkIdentity.RebuildObservers code split into AddAllServerConnectionsToObservers helper function
2020-03-03 23:29:47 +01:00
vis2k
d6a93275f9
NetworkIdentity.RebuildObservers: result renamed to rebuildOverwritten because that's what it's for
2020-03-03 23:22:49 +01:00
vis2k
6eedd2405c
NetworkIdentity.GetNewObservers: result renamed to rebuildOverwritten because that's what it's for
2020-03-03 23:22:37 +01:00
vis2k
15a47ca19c
NetworkIdentityTests: RebuildObserversOnlyAddsOwnPlayerIfReady
2020-03-03 23:05:41 +01:00
vis2k
3e8c6089b0
NetworkIdentityTests: RebuildObserversAddsOwnReadyPlayer
2020-03-03 23:05:41 +01:00
Paul Pacheco
60226797ac
tests: Fix tests
...
CI/CD pipeline runs in headless mode, so this check is invalid
2020-03-03 15:43:25 -06:00
Paul Pacheco
108c83a43a
refactor: use NUnit idiomatic constraints
...
Why?
Suppose you have this:
```cs
Assert.That(manager.networkAddress == "localhost");
```
and suppose it fails, it will give you:
"Expected True, but got False"
which does not give you anything useful.
Suppose you have this instead:
```cs
Assert.That(manager.networkAddress, Is.EqualTo("localhost"));
```
Suppose it fails, now it will give you a much more useful error message:
"Expected 'localhost' but got 'xxxxx'"
It makes debugging tests a lot easier.
2020-03-03 15:39:25 -06:00
vis2k
fb9c55bf6e
NetworkIdentityTests cleaned up
2020-03-03 22:37:13 +01:00
vis2k
b2a094930f
syntax
2020-03-03 22:27:27 +01:00
vis2k
a302306dd1
NetworkIdentityTests: GetNewObserversFalseIfNoComponents test
2020-03-03 22:24:13 +01:00
vis2k
102484b811
NetworkIdentityTests: GetNewObserversClearsHashSet test
2020-03-03 22:24:13 +01:00
vis2k
260ca9a491
NetworkIdentityTests: GetNewObservers test
2020-03-03 22:24:13 +01:00
vis2k
01f5fb4a94
NetworkIdentity.RebuildObservers: GetNewObservers code split into separate function
2020-03-03 22:24:13 +01:00
Paul Pacheco
e00e8195bb
Simplify
2020-03-03 10:40:57 -06:00
vis2k
4bc1c3eb20
NetworkIdentityTests HandleEvent tests invalid component index / function hash too
2020-03-03 13:19:09 +01:00
vis2k
bbcc3599ef
NetworkIdentityTests HandleRpc tests invalid component index / function hash too
2020-03-03 13:19:03 +01:00
vis2k
b9dab2ca7a
NetworkIdentityTests HandleCommand tests invalid component index / function hash too
2020-03-03 13:18:55 +01:00
vis2k
ea54890dca
NetworkIdentityTests: HandleCommand/Rpc/SyncEvent tests improved
2020-03-03 13:15:54 +01:00
vis2k
6cdb9a3d8b
NetworkIdentityTests: HandleSyncEvent
2020-03-03 13:08:58 +01:00
vis2k
0f362ec1cf
NetworkIdentityTests: HandleRPC
2020-03-03 13:06:20 +01:00
vis2k
598766764c
typo
2020-03-03 13:03:25 +01:00
vis2k
0b257fbd3a
NetworkIdentityTests: HandleCommand
2020-03-03 13:02:44 +01:00
vis2k
bd9747e735
NetworkReader/WriterTest: benchmark doesn't need to run each time, takes at least 6s together.
2020-03-03 12:15:07 +01:00
uwee
67462553fb
test add NetworkManagerTests ( #1537 )
...
* test add NetworkManagerTests
not complete and 1 does not reliably work
* fix broken client test
* remove incomplete test for NG
* added more state checking
* shutdown state test
* add startposition tests
2020-03-03 09:28:28 +01:00
Lymdun
ca166bd95f
Improve LocalConnectionTest ( #1538 )
2020-03-02 22:41:27 +01:00
vis2k
e9d4f04da5
typo
2020-03-02 15:55:01 +01:00
vis2k
7df6e79b61
NetworkIdentityTests: AssignAndRemoveClientAuthority improved
2020-03-02 15:54:47 +01:00
vis2k
4b6affb523
NetworkIdentityTests: AssignAndRemoveClientAuthority test improved
2020-03-02 15:50:32 +01:00
vis2k
eb958ae182
NetworkIdentity.AssignClientAuthority: null check first. more obvious error message and easier to test.
2020-03-02 15:50:13 +01:00
vis2k
66a9127b96
NetworkIdentityTests: AssignAndRemoveClientAuthority
2020-03-02 15:40:26 +01:00
vis2k
9c8d6f3cb1
NetworkIdentityTests: ServerUpdate
2020-03-02 13:28:10 +01:00
vis2k
97a5a1211d
add comment
2020-03-02 12:13:23 +01:00
vis2k
b787274732
forgot to save
2020-03-02 12:07:56 +01:00
vis2k
5a1bfdf1a4
NetworkIdentity.MirrorUpdate renamed to ServerUpdate because that's what it does
2020-03-02 12:06:12 +01:00
vis2k
de4a7107a6
NetworkIdentityTests: Reset
2020-03-02 11:44:36 +01:00
vis2k
e43ed3e09d
NetworkIdentityTests: ClearAllComponentsDirtyBits
2020-03-02 11:14:27 +01:00
vis2k
f9fdca3598
NetworkIdentityTests: ClearDirtyComponentsDirtyBits test improved
2020-03-02 11:09:16 +01:00
vis2k
eac93e1a27
NetworkIdentityTests: ClearDirtyComponentsDirtyBits
2020-03-02 11:07:07 +01:00
uwee
df430e1bfc
Test coverage for NetworkTransformChild ( #1536 )
...
* Test coverage for NetworkTransformChild
* add missing meta file
* applied codacy suggestions
2020-03-02 09:44:39 +01:00
uwee
05a44b9c6f
adds missing addplayertest ( #1530 )
...
* adds missing addplayertest
code is set to depreciate but should still be covered until then.
* remove json file from commit
opps
* updated to include suggestions from Codacy
2020-03-02 09:43:10 +01:00
Paul Pacheco
22636c9a6c
Disable telepathy tests until they are fixed ( #1534 )
2020-03-02 09:40:04 +01:00
vis2k
65645dd266
NetworkIdentity: AssignClientAuthority moved above RemoveClientAuthority
2020-03-01 12:05:46 +01:00
vis2k
508e253bb1
NetworkIdentityTests: AddObserver
2020-03-01 12:02:25 +01:00
vis2k
8cd50cf9f2
NetworkIdentityTests: make sure that calling OnStartClient twice will return early
2020-03-01 11:54:23 +01:00
vis2k
90cece63dc
NetworkIdentityTests: ClearObservers
2020-03-01 11:54:02 +01:00
vis2k
d9036a6a79
CustomAttributeTests: use channels enum
2020-03-01 11:41:25 +01:00
uwee
b440130647
adds test coverage for CustomAttribute ( #1531 )
2020-03-01 11:13:48 +01:00
vis2k
3bc38d8938
copy paste error
2020-02-28 16:56:38 +01:00
vis2k
4357752f91
NetworkIdentityTests: OnNetworkDestroy
2020-02-28 16:55:22 +01:00
vis2k
6b35bf0133
NetworkIdentity.OnNetworkDestroy moved upwards and catches exceptions now too
2020-02-28 16:55:14 +01:00
vis2k
62c5cf4b14
fix error log
2020-02-28 16:54:55 +01:00
vis2k
5ed5f84409
fix: NetworkIdentity.OnStartLocalPlayer catches exceptions now too. fixes a potential bug where an exception in PlayerInventory.OnStartLocalPlayer would cause PlayerEquipment.OnStartLocalPlayer to not be called
2020-02-28 16:33:59 +01:00
vis2k
4926bb818a
add comments
2020-02-28 16:32:48 +01:00
vis2k
fc7d2e8df6
NetworkIdentity: OnStartLocalPlayer moved next to OnStartClient
2020-02-28 16:31:39 +01:00
vis2k
1c356bff44
NetworkIdentity: remove redundant OnUpdateVars function
2020-02-28 16:26:05 +01:00
vis2k
782848094b
NetworkIdentityTests: OnStartLocalPlayer
2020-02-28 16:23:14 +01:00
vis2k
bbaad910f7
NetworkIdentityTests: OnDeserializeSafelyShouldDetectAndHandleDeSerializationMismatch
2020-02-28 16:10:48 +01:00
vis2k
fe7c1c7f50
improve previous test
2020-02-28 15:43:01 +01:00
vis2k
0df42ebf75
NetworkIdentityTests: OnSerializeAllSafelyShouldDetectTooManyComponents
2020-02-28 15:41:34 +01:00
vis2k
bfe09ab141
NetworkIdentityTests: OnSerializeAndDeserializeAllSafely
2020-02-28 15:35:37 +01:00
vis2k
a5269b4261
NetworkIdentityTests: OnCheckObserver
2020-02-28 11:58:51 +01:00
vis2k
f21b80b8b0
NetworkIdentityTests: OnSetHostVisibilityCallsComponentsAndCatchesExceptions
2020-02-27 10:23:44 +01:00
vis2k
cd4e39729e
NetworkIdentityTests: NotifyAuthorityCallsOnStartStopAuthority
2020-02-27 10:19:16 +01:00
vis2k
44addfa336
NetworkIdentityTests: rename
2020-02-27 10:10:54 +01:00
vis2k
47b1aa7400
NetworkIdentityTests: OnStopAuthorityComponentExceptionIsCaught
2020-02-27 10:10:07 +01:00
vis2k
b62487cf87
NetworkIdentity.OnStopAuthority made internal for consistency with OnStartServer/OnStartClient, and so that we can test it
2020-02-27 10:08:45 +01:00
vis2k
e87c1d6a26
add comments
2020-02-27 10:08:36 +01:00
vis2k
85aae6482d
NetworkIdentityTests: OnStartAuthorityComponentExceptionIsCaught
2020-02-27 10:06:56 +01:00
vis2k
0965283c53
NetworkIdentity.OnStartAuthority made internal for consistency with OnStartServer/OnStartClient, and so that we can test it
2020-02-27 10:06:46 +01:00
vis2k
6183cae611
NetworkIdentityTests: OnStartClient test makes sure that OnStartClient was called exactly once
2020-02-27 10:05:07 +01:00
vis2k
f6c8e0e89e
NetworkIdentityTests: OnStartServer test makes sure that OnStartServer was called exactly once
2020-02-27 10:04:58 +01:00
vis2k
617bd0a175
NetworkIdentity.OnStartClient: added comment
2020-02-27 09:53:24 +01:00
vis2k
53499f031f
NetworkIdentityTests: OnStartClientComponentExceptionIsCaught
2020-02-27 09:53:24 +01:00
Paul Pacheco
59faa81926
fix: build in IL2CPP ( #1524 )
...
The weaver generated code now builds properly under IL2CPP
fixes #1519
fixes #1520
2020-02-26 18:02:14 -06:00
vis2k
ae451e6fe0
NetworkIdentityTests: OnStartServerInHostModeSetsIsClientTrue to make sure that isClient is true in OnStartServer if in host mode. we fixed the bug recently, now we have a test too
2020-02-26 22:08:47 +01:00
vis2k
6f3c286a62
Tests: MemoryTransport for easier testing
2020-02-26 21:56:55 +01:00
vis2k
89859c9fd4
NetworkIdentityTests: OnStartServerComponentExceptionIsCaught
2020-02-26 20:01:21 +01:00
vis2k
1b624f12e0
add comment
2020-02-26 19:55:27 +01:00
vis2k
42c0128f18
NetworkIdentityTests: OnValidateSetupIDsSetsEmptyAssetIDForSceneObject
2020-02-26 19:42:01 +01:00
vis2k
a0f798f65f
NetworkIdentityTests: SetSceneIdSceneHashPartInternal
2020-02-26 19:34:35 +01:00
vis2k
12d2c68301
NetworkIdentityTest: make sure that it's added to sceneId dict too
2020-02-26 19:25:20 +01:00
vis2k
8ca4deb61d
NetworkIdentityTests: AssignSceneID
2020-02-26 19:23:32 +01:00
vis2k
4b430d98f7
NetworkIdentityTests: RemoveObserverInternal
2020-02-26 19:12:34 +01:00
vis2k
4d2c81e12e
NetworkIdentityTests: SetClientOwner test to make sure the previous commit's bug doesn't happen again
2020-02-26 18:30:55 +01:00
vis2k
548db52fdf
fix: NetworkIdentity.SetClientOwner: overwriting the owner was still possible even though it shouldn't be. all caller functions double check and return early if it already has an owner, so we should do the same here.
2020-02-26 18:30:30 +01:00
vis2k
1a9625ee4a
NetworkIdentity.SetClientOwner: improve error message
2020-02-26 18:28:57 +01:00
vis2k
4269cfe43c
NetworkIdentityTests: cleanup spawned dict too
2020-02-26 18:19:11 +01:00
vis2k
ebe12b6cdb
NetworkIdentityTest: GetSetAssetId
2020-02-26 18:15:14 +01:00
vis2k
22ee387470
NetworkIdentityTests: proper GameObject cleanup
2020-02-26 18:12:45 +01:00
vis2k
66776a744d
NetworkServer.UnSpawn test
2020-02-26 17:40:07 +01:00
vis2k
29fe487954
NetworkIdentity.IsMarkedForReset helper function to check reset state
2020-02-26 17:39:57 +01:00
vis2k
8a05826ca4
NetworkServerTest.SpawnObject: make sure that it doesn't touch non-scene-objects
2020-02-26 17:30:19 +01:00
vis2k
708d7838d6
NetworkServerTest: SpawnObjects
2020-02-26 17:20:35 +01:00
vis2k
d4d524dad2
fix: NetworkServer.SpawnObjects: return false if server isn't running
2020-02-26 17:16:38 +01:00
vis2k
cdfc1752f2
NetworkServerTest: ValidateSceneObject
2020-02-26 17:08:36 +01:00
vis2k
e409ed8f48
NetworkServer.ValidateSceneObject made internal so it can be tested and reused if needed
2020-02-26 17:01:31 +01:00
vis2k
1be758b12b
syntax
2020-02-26 17:01:10 +01:00
vis2k
c8fbea387d
update comment
2020-02-26 16:57:09 +01:00
vis2k
bba4ebd154
NetworkServerTest: CommandTest tries invalid netid and command without authority too
2020-02-26 10:27:36 +01:00
vis2k
038e3c1969
NetworkServerTest: HideForConnection
2020-02-26 10:14:42 +01:00
vis2k
9bdfb676e3
NetworkServerTest: ShowForConnection
2020-02-26 10:11:00 +01:00
vis2k
5cdf02b258
NetworkServerTest: GetNetworkIdentity
2020-02-25 22:25:47 +01:00
vis2k
67a2a85cb9
NetworkServer.GetNetworkIdentity made internal so it can be tested and reused in other places if needed
2020-02-25 22:25:39 +01:00
vis2k
e7c9dc4f6e
NetworkServerTest: SendToClientOfPlayer
2020-02-25 22:13:58 +01:00
vis2k
c2afc05692
NetworkServerTest: RegisterUnregisterClearHandlerTest
2020-02-25 22:07:44 +01:00
vis2k
212af3fc9d
NetworkServerTest: RegisterHandlerTest
2020-02-25 22:01:48 +01:00
vis2k
d4f21c0818
remove unused var
2020-02-25 11:53:04 +01:00
vis2k
48bdc68906
NetworkServerTest: SendToAllTest
2020-02-25 11:35:15 +01:00
vis2k
4596b19dd9
fix: SendToReady sends to that exact connection if it is detected as local connection, instead of falling back to the .localConnection field which might be something completely different.
2020-02-25 11:14:26 +01:00
vis2k
4b90aafe12
fix: SendToAll sends to that exact connection if it is detected as local connection, instead of falling back to the .localConnection field which might be something completely different.
2020-02-25 11:13:59 +01:00
vis2k
4267983139
fix: SendToObservers sends to that exact connection if it is detected as local connection, instead of falling back to the .localConnection field which might be something completely different.
2020-02-25 11:13:38 +01:00
vis2k
a497803de0
NetworkServerTests: use call counts instead of bools to make sure that it's called exactly once
2020-02-25 11:00:35 +01:00
vis2k
69bb1574f0
NetworkServerTest: ActivateHostSceneCallsOnStartClient
2020-02-25 10:36:40 +01:00
vis2k
f378333000
NetworkServer.ActivateLocalClientScene renamed to ActivateHostScene because that's what it really does. It does NOT do something for every local client on a client. Only for a host.
2020-02-25 10:31:30 +01:00
vis2k
5efaa4af1a
CommandMessageCallsCommandTest: use two components to make sure that the correct one is used by the command
2020-02-24 15:44:05 +01:00
vis2k
1315bd3dde
CommandMessageCallsCommandTest: proper usage of weaver generated command code (static!)
2020-02-24 15:40:06 +01:00
vis2k
6d2b4eb102
remove comment
2020-02-24 15:37:31 +01:00
vis2k
e6b12133d1
remove comment
2020-02-24 15:35:46 +01:00
vis2k
3eb1e8968c
add comment
2020-02-24 15:35:16 +01:00
vis2k
02c31d0805
NetworkServerTest: CommandMessageCallsCommandTest to run a full command through our pipeline
2020-02-24 15:31:53 +01:00
vis2k
e9c6f6f2a9
NetworkBehaviour.GetMethodHash made internal for tests
2020-02-24 15:31:53 +01:00
vis2k
e6cd2e2280
NetworkBehaviour.RegisterRpc/Command/EventDelegate made public for tests. internal won't work because they are called from outside assemblies like NetworkTransform. protected won't work because then we can't test them from the outside.
2020-02-24 15:31:53 +01:00
vis2k
31af385a70
NetworkBehaviour.ClearDelegates added for tests
2020-02-24 15:31:53 +01:00
vis2k
215e973903
NetworkServerTest: ReadyMessageSetsClientReadyTest
2020-02-24 14:46:58 +01:00
vis2k
dc29106370
NetworkServerTest.TearDown rests state
2020-02-24 14:32:41 +01:00
vis2k
ea0b20636b
NetworkServerTest: SetAllClientsNotReadyTest
2020-02-24 14:31:30 +01:00
vis2k
012c053597
NetworkServerTest: SetClientReadyAndNotReadyTest
2020-02-24 11:26:19 +01:00
vis2k
3bd947a973
NetworkServerTest: OnDataReceivedInvalidConnectionIdTest
2020-02-24 11:17:53 +01:00
vis2k
e49f4e0aff
NetworkServerTest: OnDataReceivedTest
2020-02-24 11:14:11 +01:00
vis2k
ad0d20144a
NetworkServerTests: ConnectDuplicateConnectionIdsTest
2020-02-24 10:51:04 +01:00
vis2k
9c325abbd8
NetworkServerTests: OnConnectedOnlyAllowsGreaterZeroConnectionIdsTest
2020-02-24 10:48:39 +01:00
vis2k
47a4ac7ff7
NetworkServerTest: SetLocalConnectionTest checks overwrite too
2020-02-24 10:43:19 +01:00
Paul Pacheco
f0a993c106
fix: properly detect NT rotation ( #1516 )
2020-02-23 20:46:06 +01:00
MrGadget
8417465413
Make StartHost Not virtual ( #1513 )
2020-02-23 14:40:06 +01:00
vis2k
1cce3164b9
NetworkServerTest: DisconnectAllTest
2020-02-23 11:43:08 +01:00
vis2k
357ad0ffb6
add comment
2020-02-23 11:40:47 +01:00
vis2k
a57a46764e
NetworkServerTest: DisconnectAllConnectionsTest
2020-02-23 11:40:01 +01:00
vis2k
fe1b158b22
NetworkServerTest: RemoveLocalConnectionTest
2020-02-23 11:36:14 +01:00
vis2k
ad0442be02
NetworkServerTest: RemoveConenctionTest
2020-02-23 11:30:58 +01:00
vis2k
8b16c7c343
NetworkServerTest: AddConnectionTest tests duplicate too
2020-02-23 11:29:08 +01:00
vis2k
12faf65d18
NetworkServerTest: AddConnectionTest
2020-02-23 11:25:20 +01:00
vis2k
a0d6a02a99
NetworkServer.Reset made obsolete
2020-02-23 11:20:42 +01:00
vis2k
5de22d2ff2
NetworkServerTests: ShutdownCleanupTest improved
2020-02-23 11:18:54 +01:00
vis2k
45ba9a9939
syntax
2020-02-23 11:17:40 +01:00
vis2k
7b6f1326eb
NetworkServertest: LocalClientActiveTest
2020-02-23 11:17:17 +01:00
vis2k
1e198e4bcc
remove unnecessary assert
2020-02-23 11:16:05 +01:00
vis2k
7333cc8f46
NetworkServerTest: SetLocalConnectionTest
2020-02-23 11:15:03 +01:00
vis2k
ec23c1fc58
NetworkServerTests: ShutdownCleanupTest
2020-02-23 11:13:11 +01:00
vis2k
ab98846566
NetworkServerTest: ConnectionsDictTest
2020-02-23 11:06:35 +01:00
vis2k
933ce4a3d5
NetworkServerTests: DisconnectMessageHandlerTest
2020-02-23 11:02:05 +01:00
vis2k
77929e9aa0
NetworkServerTests: ConnectMessageHandlerTest
2020-02-23 11:00:16 +01:00
vis2k
b1ff0757ee
NetworkServerTest: MaxConnectionsTest
2020-02-23 10:58:07 +01:00
vis2k
f750d77a8c
NetworkServerTests: IsActiveTest
2020-02-23 10:19:38 +01:00
Chris Langsenkamp
e1d1d41ed6
fix: Room example to use new override
2020-02-23 02:43:53 -05:00
Chris Langsenkamp
b5dfcf45bc
feat: Added NetworkConnection to OnRoomServerSceneLoadedForPlayer
2020-02-22 18:46:47 -05:00
Chris Langsenkamp
b39b4ffc62
Removed extraneous blank line
2020-02-22 17:40:58 -05:00
MrGadget
f53b12b2f7
feat: Cosmetic Enhancement of Network Manager ( #1512 )
...
* Cosmetic enhancement to Network Manager
* Removed region block
2020-02-22 20:25:46 +01:00
Chris Langsenkamp
8487be877d
Added missing blank line
2020-02-20 19:45:27 -05:00
MrGadget
8bf6690312
Remove Redundant Set of mode = Offline ( #1510 )
...
* Remove redundant code
* Removed blank line
2020-02-20 19:19:28 +01:00
MrGadget
b33515ba8f
Rearranged StartHost methods ( #1506 )
...
* Rearranged StartHost methods
* Added braces
* Moved and added comments.
* moved finishStartHostPending per Vis2k request
2020-02-20 12:58:58 +01:00
MrGadget
b8bcd9ad25
fix: Add missing channelId to NetworkConnectionToClient.Send calls ( #1509 )
...
* fix: Add missing channelId to NetworkConnectionToClient.Send calls
* Updated ChangeLog
* Added braces
* Found one more
2020-02-20 09:51:03 +01:00
MrGadget
61fdd892d9
fix: return & continue on separate line ( #1504 )
...
* fix: return & continue on separate line
* Update Assets/Mirror/Runtime/Transport/Telepathy/Server.cs
2020-02-17 16:48:41 +01:00
MrGadget
ecc0659b87
feat: Check for client authority in NetworkAnimator Cmd's ( #1501 )
2020-02-15 16:18:01 +01:00
MrGadget
8b359ff6d0
feat: Check for client authority in CmdClientToServerSync ( #1500 )
2020-02-15 08:33:14 +01:00
MrGadget
7bb80e3b79
feat: NetworkSceneChecker use Scene instead of string name ( #1496 )
...
* NetworkSceneChecker use Scene instead of string name
* Added comment
2020-02-15 08:32:34 +01:00
MrGadget
4c4a52bff9
fix: Host Player Ready Race Condition ( #1498 )
2020-02-15 08:32:12 +01:00
Chris Langsenkamp
1662c5a139
fix: Fixed NetworkRoomManager Template
2020-02-14 00:45:04 -05:00
Chris Langsenkamp
853e5ab7d7
Simplified Additive example code
2020-02-12 20:09:37 -05:00
Chris Langsenkamp
e467921377
fixed obsolete comment
2020-02-11 11:55:22 -05:00
Chris Langsenkamp
79708d94a2
breaking: bump version to 10
2020-02-11 09:39:06 -05:00
MrGadget
0e80e1996f
feat: Block Play Mode and Builds for Weaver Errors ( #1479 )
...
* WIP first draft
* Much closer now
* Whoop! There it is!
* Added comment
* Restore Player
* Moved WeaveFailed back where it was
* Restore delegate wireup
* Moved the delegate wireup and added comments
* Formatted comment and error message
* Added comment
* Use a separate session bool
* Code formatting
* Delete Mirror.Editor.asmdef
* Add Debug
* No WeaveExistingAssemblies
* Revert "No WeaveExistingAssemblies"
This reverts commit 50d4790ee4
.
* Revert "Add Debug"
This reverts commit 185b403361
.
* Revert "Delete Mirror.Editor.asmdef"
This reverts commit f7647cce3f
.
* Update Assets/Mirror/Editor/Mirror.Editor.asmdef
* Update Assets/Mirror/Editor/Mirror.Editor.asmdef
* reverted changes to Mirror.Editor.asmdef
* Re-applied change to Mirror.Editor.asmdef
* commented Debug line
2020-02-10 23:23:34 +01:00
MrGadget
bb55baa679
feat: Disposable PooledNetworkReader / PooledNetworkWriter ( #1490 )
...
* Inherit IDisposable
* using NetworkWriter from pool
* Remove Recycles
* Add comments to Recycle
* Add comments to Recycle
* using NetworkReader from pool
* Unity doesn't like the simplified form
* combined usings
* Updated Reader / Writer Tests
* wip
* Disposable NetworkReaderPool:NetworkReader
* uncomment NetworkDiagnostics.OnReceive
* Removed unnecessary constructor
* Implemented NetworkWriterPool : NetworkWriter
* code cleanup
* Separated classes: PooledNetworkReader / PooledNetworkWriter
* Removed blank line
* Update Assets/Mirror/Tests/Editor/NetworkReaderTest.cs
* Test restored
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-02-10 22:26:55 +01:00
Chris Langsenkamp
436d8fe831
fixed xml comment
2020-02-10 16:18:11 -05:00
Chris Langsenkamp
745aea8f9a
Added Deprecated dates to Obsoletes
2020-02-10 16:14:22 -05:00
Paul Pacheco
0f10c72744
feat: supports scriptable objects ( #1471 )
...
* feat: supports scriptable objects
Now you can pass scriptable objects in commands, rpcs and syncvars
For example:
```cs
class Weapon: ScriptableObject
{
public string name;
public string description;
public int damage;
...
}
class Player : NetworkBehaviour
{
[SyncVar]
Weapon equipped;
...
}
```
Scriptable objects will be created in the client using
ScriptableObject.CreateInstance. If users want something else
they can provide a custom serializer (that has not changed)
* fix: remove scriptableobject error Tests
The test that checks that scrscriptableobjects give error is no
longer valid
2020-02-09 20:16:13 +01:00
Chris Langsenkamp
ab6a03b9fa
remove SerializeField attribute
2020-02-08 21:08:38 -05:00
Chris Langsenkamp
831db2f033
Updated comments
2020-02-08 21:07:39 -05:00
Chris Langsenkamp
6431c28a12
OnEnable is safer than Awake
2020-02-08 21:02:22 -05:00
MrGadget
90d92fc0cf
Add headless check to Discovery ( #1485 )
2020-02-07 12:13:09 +01:00
vis2k
9f7c30c1ac
fix #1475 : isClient is true in OnDestroy on host/client mode again. Reverts commit d00c95bb55
( #1483 )
...
* fix #1475 : isClient is true in OnDestroy on host/client mode again. Reverts commit d00c95bb55
* add comment
* ClientScene.InternalAddPlayer doesn't need to set isClient anymore
2020-02-07 10:14:54 +01:00
Chris Langsenkamp
c06ea6b6c8
Fix comment
2020-02-06 11:51:38 -05:00
vis2k
3568dc356c
NetworkIdentityTests: HostMode isLocalPlayer check added
2020-02-06 13:16:13 +01:00
vis2k
85e9a0aa13
NetworkIdentityTests: HostMode isServer/isClient/isLocalPlayer test added
2020-02-06 12:42:19 +01:00
vis2k
09ec344821
NetworkIdentityTests: OnStartServer isServer/isClient/isLocalPlayer test added
2020-02-06 12:36:36 +01:00
MrGadget
58df3fd6d6
feat: Added Read<T> Method to NetworkReader ( #1480 )
...
* Added Read<T> Method
* Renamed to ReadMessage
2020-02-06 11:39:39 +01:00
MrGadget
02e4245f3d
BREAKING: Rename NetworkWriter Write<T>to WriteMessage ( #1482 )
2020-02-06 11:38:54 +01:00
Chris Langsenkamp
1c58891e32
Formatted comment and error message
2020-02-05 10:29:49 -05:00
Chris Langsenkamp
86a2c6f52c
Added comments for WeaveFailed
2020-02-05 10:15:09 -05:00
Chris Langsenkamp
4108b79340
Code cleanup
2020-02-05 00:53:14 -05:00
Chris Langsenkamp
34fc52bd50
Added empty AddComponent attribute
2020-02-04 15:05:57 -05:00
Chris Langsenkamp
c7e269d0c5
Removed extraneous comment
2020-02-04 14:55:42 -05:00
vis2k
f614bc8f3a
Icon updated for transparent border
2020-02-04 20:53:48 +01:00
Paul Pacheco
36980f4a34
Refactor: Rename method to avoid confussion ( #1477 )
2020-02-03 10:00:58 -06:00
Paul Pacheco
d0b0bc92bc
fix: weaver support array of custom types ( #1470 )
...
* WIP
* Proposed Rearrange
* Rearrange Code
* Unit test for PR
* unit test
* unit test
* Update TestingScriptableObjectArraySerialization.cs
Improving code
* Update TestingScriptableObjectArraySerialization.cs
* Remove blank lines
* remove blank space
* Remove leftover log
Co-authored-by: MrGadget <chris@clevertech.net>
Co-authored-by: Uchiha I_A_H_I <jkaran.sharma101@gmail.com>
2020-02-03 14:00:37 +01:00
Paul Pacheco
1736bb0c42
fix: call callback after update dictionary in host ( #1476 )
...
When the callback for SyncDictionary is called in the server
for set or add
it is getting called before the syncdictionary is updated.
In the client this happens after.
Example:
```cs
public void OnScoreUpdatedCallback(ScoreSyncDict.Operation op, uint ident, int score)
{
if (op == ScoreSyncDict.Operation.OP_SET)
Debug.Log($"The value in the dictionary is {scoreDict[ident]}");
}
```
In host mode this prints the previous value. In client mode this prints the current value. This PR fixes this problem and makes both print the current value
2020-02-02 20:29:31 -06:00
Chris Langsenkamp
c2e7466c43
Updated Preprocessor defines
2020-02-02 15:18:49 -05:00
Chris Langsenkamp
c827216a66
Restructured prefabs in examples
2020-02-02 14:55:49 -05:00
MrGadget
eee969201d
Renamed localEulerAnglesSensitivity ( #1474 )
...
BREAKING CHANGE: localEulerAnglesSensitivity renamed to localRotationSensitivity
2020-02-02 13:35:07 -06:00
Chris Langsenkamp
8816ce5d03
Add headers for inspector
2020-02-02 13:53:25 -05:00
MrGadget
7c1b5ab5f8
Add Header to NetworkBehaviourInspector ( #1473 )
2020-02-02 13:40:30 -05:00
MrGadget
9257112c65
feat: Implemented NetworkReaderPool ( #1464 )
...
* Implement NetworkReaderPool
* Reset Position
* Debug logging removed
* SetBuffer methods internal
* Edited comment
2020-02-01 14:05:09 +01:00
Chris Langsenkamp
d0e493ac92
Updated ScriptTemplates
2020-01-31 21:25:38 -05:00
Chris Langsenkamp
a28ccbb477
Allow Room Manager Additional GamePlay Scenes
2020-01-31 21:18:01 -05:00
Chris Langsenkamp
1433d369c8
Applied Mirror Icon to Discovery components
2020-01-30 15:40:23 -05:00
MrGadget
28212aa8d7
Message Tests ( #1463 )
...
* Added UpdateVarsMessageTest
* commit staged
* Added SpawnMessageTest
* Delete MessageTests.cs
* Updated SpawnMessageTest
* Updated SpawnMessageTest
* Updated SpawnMessageTest
* Added RemovePlayerMessageTest
* Added ReadyMessageTest
* Added ObjectSpawnStartedMessageTest
* Added ObjectSpawnFinishedMessageTest
* Added ObjectHideMessageTest
* Added ObjectDestroyMessageTest
* Added NotReadyMessageTest
* Added DisconnectMessageTest
* Added ConnectMessageTest
* Added NetworkPingMessageTest
* Updated NetworkPingMessageTest
* Added NetworkPongMessageTest
* Updated ErrorMessageTest
* Tests in alphabetic order
2020-01-30 09:42:05 +01:00
MrGadget
e44ca7f334
BasicAuthenticatorTest ( #1459 )
...
* First Draft
* Second Draft
* Third Draft
* First 2 tests that work
2020-01-29 20:44:30 +01:00
vis2k
93a9eb8339
Disable two telepathy tests that sometimes fail in Unity's mono version
2020-01-29 20:29:21 +01:00
vis2k
d0d77b661c
fix: Telepathy reverted to older version to fix freezes when calling Client.Disconnect on some platforms like Windows 10
2020-01-29 20:20:18 +01:00
Paul Pacheco
e75b45f888
feat: LAN Network discovery ( #1453 )
...
* Fix typo
* Updated Changelog
* first commit
* Add example for discovery
* NetworkDiscovery component should be added
* fixed UI
* Fix some warnings
* refactor: network discovery reimplemented
* Remove unused GUIstyle
* Fix namespaces
* Just send to the broadcast address
* Fix indentation
* Log errors in ClientListen
* Code formatting cleanup, HelpURL's fixed, comments revised. (#38 )
* Transport can now provide server uri
* work with any transport by passing uri
* Move discovery initialization to start
* feat: Discovery can now be easily customized per game
* Use generics to simplify api
* Renamed ServerInfo -> ServerResponse
* Rename method
* Moved up one folder
* Move ServerId to NetworkDiscovery
* tests now reference Mirror.Discovery
* Cleaned up blank space
* Disable GUID apparently fixes it
* Use UnityEvents for ease of use
* Remove noisy log
* remove blank spaces
* Process request receives the client endpoint
* use consistent name for parameters
* Remove white space
* Keep it minimalistic, we don't need age or totalPlayers
* Comment non obvious property
* Don't break transports
* Documentation and image
* Code formatting
* removed privates
* Added Range attribute
* Rename ActiveDiscoverySecondInterval
* Revised NetworkDiscovery doc
* Swapped field order (Cosmetics)
* Added ScriptTemplate
* Update ProjectSettings/ProjectVersion.txt
* Updated ScriptTemplate
* Updated xml comment and ScriptTemplate
* Updated ScriptTemplate
* Improve xmldocs
* Improve xmldocs
* Remove leftover comment
* Renamed event
* Moved discovery inside components
* Keep parameter names consistent
* Provide a guide for network discovery
* XML Comments and ScriptTemplate
* Moved Credits
* fixed template
* Removed comment
* removed comment
* xml comments and template
* fixed method name
* fixed method and template
* removed semicolon
* fixed template
* fixed method and template
* fixed template
* fixed template
* Fix copypasta error
* Show error if no url is available
Network Discovery now shows an error if the transport does not support
providing Url
* Grammar fix
* Extended Template
* fixed template
* Added guide link to template
* New image
* Update NetworkDiscovery.md
* Updated Guid Doc and Template
* fixed bullets
* Remove unnecessary using
* Make it like Mirror's
* Update ScriptTemplates Image & Zip
* Removed from Deprecations
* Updated ChangeLog
* Updated ChangeLog
* Update NetworkDiscovery.md
Remove last line...this was copied to the paragraph above the code block
Co-authored-by: MrGadget <chris@clevertech.net>
2020-01-29 09:56:29 +01:00
MrGadget
9621b0bd30
Update PreprocessorDefines ( #1456 )
...
* Update PreprocessorDefines
* Removed 8
* Update PreprocessorDefine.cs
2020-01-29 09:53:39 +01:00
MrGadget
d52aa7e173
Prevent AddPlayer after Additve Scene operation ( #1458 )
2020-01-28 22:54:46 +01:00
Paul Pacheco
b916064856
breaking: Transports can now provide their Uri ( #1454 )
...
* Fix typo
* Updated Changelog
* first commit
* Add example for discovery
* NetworkDiscovery component should be added
* fixed UI
* Fix some warnings
* refactor: network discovery reimplemented
* Remove unused GUIstyle
* Fix namespaces
* Just send to the broadcast address
* Fix indentation
* Log errors in ClientListen
* Code formatting cleanup, HelpURL's fixed, comments revised. (#38 )
* Transport can now provide server uri
* work with any transport by passing uri
* Move discovery initialization to start
* feat: Discovery can now be easily customized per game
* Use generics to simplify api
* Renamed ServerInfo -> ServerResponse
* Rename method
* Moved up one folder
* Move ServerId to NetworkDiscovery
* tests now reference Mirror.Discovery
* Cleaned up blank space
* Disable GUID apparently fixes it
* Use UnityEvents for ease of use
* Remove noisy log
* remove blank spaces
* Process request receives the client endpoint
* use consistent name for parameters
* Remove white space
* Keep it minimalistic, we don't need age or totalPlayers
* Comment non obvious property
* Don't break transports
* Documentation and image
* Code formatting
* removed privates
* Added Range attribute
* Rename ActiveDiscoverySecondInterval
* Revised NetworkDiscovery doc
* Swapped field order (Cosmetics)
* Added ScriptTemplate
* Update ProjectSettings/ProjectVersion.txt
* Updated ScriptTemplate
* Updated xml comment and ScriptTemplate
* Updated ScriptTemplate
* Improve xmldocs
* Improve xmldocs
* Remove leftover comment
* Renamed event
* Moved discovery inside components
* Keep parameter names consistent
* Provide a guide for network discovery
* XML Comments and ScriptTemplate
* Moved Credits
* fixed template
* Removed comment
* removed comment
* xml comments and template
* fixed method name
* fixed method and template
* removed semicolon
* fixed template
* fixed method and template
* fixed template
* fixed template
* Fix copypasta error
* Show error if no url is available
Network Discovery now shows an error if the transport does not support
providing Url
* breaking: Make server uri mandatory
BREAKING CHANGE: Make the server uri method mandatory in transports
Co-authored-by: MrGadget <chris@clevertech.net>
2020-01-28 22:50:52 +01:00
MrGadget
a706ef72e2
Make the Dictionary public ( #1457 )
2020-01-28 08:49:50 +01:00
MrGadget
a7efb13e29
feat: Mirror Icon for all components ( #1452 )
...
* Apply Icon
* Assigned Icons
* Assigned Icons
* Updated ChangeLog
2020-01-27 18:00:27 +01:00
vis2k
ab7c28ea91
Telepathy Tests added
2020-01-27 14:53:43 +01:00
vis2k
4007423db2
fix: Telepathy updated to latest version. Threads are closed properly now.
2020-01-27 14:43:00 +01:00
vis2k
ef7993cac1
MessageTests: SyncEventMessageTest
2020-01-27 14:32:31 +01:00
vis2k
8d272a4107
MessageTests: RpcMessageTest
2020-01-27 14:32:31 +01:00
vis2k
0b2965af1c
MessageTests: CommandMessageTest
2020-01-27 14:32:31 +01:00
MrGadget
49529db347
Restore Empty NetworkIdentityEditor ( #1455 )
2020-01-27 09:18:41 +01:00
vis2k
1a08f1b95d
NetworkWriterTests: benchmark test so it's easier to check performance after changes
2020-01-26 13:12:39 +01:00
Paul Pacheco
0c2556ac64
feat: network writer and reader now support uri
2020-01-25 16:16:14 -06:00
MrGadget
71c0d3b2ee
feat: Network Scene Checker Component ( #1271 )
...
* Create Network Scene Checker Component
* Move objects to subscene in client
* Remove OnStartClient
* Rewritten with static dictionary
* Updated doc
* renamed image
* Replaced image
* fixed image name
* Changed to short-circuit return in Update
* Changed to using string for key since additive scenes may be unloaded
* Added null check
* Removed commented line
* Update Assets/Mirror/Components/NetworkSceneChecker.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Moved initializer to declaration
* Removed [Scene, SerializeField]
Co-authored-by: vis2k <info@noobtuts.com>
2020-01-25 15:48:47 -05:00
Chris Langsenkamp
e58f84758e
set port to 7777
2020-01-25 00:38:21 -05:00
MrGadget
dde8c5d0c5
Remove m_sceneId ( #1310 )
...
* Remove m_sceneId
* remove commented code
* copied comment from removed field
* made it full public
* Added FormerlySerializedAs
* Added HideInInspector
* Updated example
2020-01-24 22:33:55 +01:00
Chris Langsenkamp
a82fe9191f
Fixed Additive Scene Visualizer
2020-01-24 12:34:08 -05:00
MrGadget
c84b00336d
Fix GetSceneIdenity name typo ( #1450 )
2020-01-23 11:46:03 -06:00
vis2k
84fc240d00
NetworkReaderTest: stopwatch not needed, Unity already shows the time
2020-01-23 15:56:16 +01:00
vis2k
2f7a67e3f9
NetworkReaderTest: benchmark test so it's easier to check performance after changes
2020-01-23 15:51:52 +01:00
Paul Pacheco
0ed8550c02
refactor: Move Editor tests to Tests/Editor ( #1449 )
2020-01-22 21:35:10 +01:00
vis2k
b5a4988331
FallbackTransportTest from paul
2020-01-22 11:55:56 +01:00
vis2k
9d7513925f
NetworkReaderTest to reach 100% NetworkReader coverage
2020-01-22 09:51:06 +01:00
vis2k
e798ac45de
MessagePackerTest: cover UnpackMessage non generic version
2020-01-22 09:46:30 +01:00
vis2k
5736dd8d05
MessagePackerTest: cover FormatException case
2020-01-22 09:30:09 +01:00
Chris Langsenkamp
17af872f99
Use conn instead of NetworkClient
2020-01-21 21:44:15 -05:00
Chris Langsenkamp
f778b4c399
Removed unnecessary using
2020-01-21 17:35:57 -05:00
Chris Langsenkamp
71bd09417c
Removed MonoBehaviour inheritance
2020-01-21 17:23:14 -05:00
Chris Langsenkamp
388a338cfa
Removed commented code
2020-01-21 17:16:08 -05:00
MrGadget
c147caf30c
Added ErrorMessage Test ( #1448 )
2020-01-21 23:01:34 +01:00
Chris Langsenkamp
cbbe82e4d1
Make roomSlots work correctly for clients
2020-01-20 20:04:09 -05:00
vis2k
15c77c6926
NetworkTransform.SerializeIntoWriterTest
2020-01-20 11:02:11 +01:00
vis2k
875f19e030
Mirror.Tests asmdef references Mirror.Components asmdef
2020-01-20 10:54:59 +01:00
Chris Langsenkamp
eef97e9a52
Code cleanup
2020-01-19 23:34:53 -05:00
Chris Langsenkamp
c57c01a47a
Updated Script Templates
2020-01-19 16:45:12 -05:00
MrGadget
268753c3bd
fix: Fix Room Slots for clients ( #1439 )
...
* Fix Room Slots for clients
* Removed change to ServerChangeScene
2020-01-19 11:39:26 +01:00
MrGadget
cb4be4df78
Set AllPlayersready false in the Room scene ( #1440 )
2020-01-19 11:38:59 +01:00
MrGadget
e4c498312e
Reorder properties with headers ( #1437 )
2020-01-17 12:09:08 +01:00
MrGadget
f69f1743c5
feat: Add Sensitivity to NetworkTransform ( #1425 )
...
* Add Sensitivity to NetworkTransform
* Removed commented lines
* Made them floats
* Tooltips
* Added comments
* Update NetworkTransformBase.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-01-16 09:06:25 +01:00
Chris Langsenkamp
bafe3b28fd
Freshen Example Appearance
2020-01-13 22:05:08 -05:00
vis2k
2186f3c7d7
clean up Pong folder
2020-01-13 17:34:55 +01:00
vis2k
cb3d9f0d08
fix: Telepathy works on .net core again
2020-01-13 17:27:44 +01:00
Paul Pacheco
0c047f9227
Remove latin placeholder text in chat window ( #1430 )
2020-01-12 17:07:57 -06:00
Paul Pacheco
42a2f9b853
fix: Decouple ChatWindow from player ( #1429 )
2020-01-12 16:53:14 -06:00
MrGadget
a0c96f8518
fix: StopHost with offline scene calls scene change twice ( #1409 )
...
* Separate StopHostClient
* Added comments
* move comment
* add comment
* Changed to loadingSceneAsync check
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-01-12 00:12:46 +01:00
MrGadget
29c96b6bc0
made handlers private ( #1426 )
2020-01-11 21:38:09 +01:00
MrGadget
c30e4a9f83
feat: NetworkAnimator warns if you use it incorrectly ( #1424 )
...
* Added warnings to NetworkAnimator
* Updated ChangeLog
* pauls suggestions
2020-01-11 10:35:58 -06:00
MrGadget
f858f4d703
Rename WeaveExisingAssemblies to fix spelling ( #1423 )
2020-01-10 19:07:59 -06:00
MrGadget
dffdf02be5
feat: Network Animator can reset triggers ( #1420 )
2020-01-10 18:33:10 -06:00
MrGadget
7d472f21f9
perf: Use NetworkWriterPool in NetworkAnimator ( #1421 )
2020-01-10 18:10:06 -06:00
MrGadget
a4578458a1
perf: Use NetworkWriterPool in NetworkTransform ( #1422 )
2020-01-10 18:09:27 -06:00
vis2k
b9f52fdb46
breaking: fix : #1151 - assign SyncVars before calling the Hook. Hook now passes old and new value instead of changing it from new value to old value, as this would break all SyncVar Hook projects silently. ( #1416 )
...
* test
* new docs
* adjust CheckForHookFunction to expect two hooks
* update example
* update example
* update example
* update test
* update example
* SyncVar.set: store value in oldValue variable
* SyncVar.set: pass old value to hook too
* TODO
* SyncVar deserialize store value in oldValue variable (for simple types)
* SyncVar deserialize: pass old value to hook too (for simple types)
* add test for GameObject type
* fix comment
* SyncVar deserialize: set value before calling hook
* add TODO
* SyncVar.set: set value before calling hook
* replace tests
* GO test
* SyncVar deserialize: move oldvalue code higher up so it applies to GO/NI too
* syntax
* SyncVar deserialize: pass oldValue to hook (GO/NI types)
* SyncVar deserialize: set netid before calling hook (GO/NI types)
* update comment
* update comment
* update comment
* shorter
* comment, TODO
* put oldValue code into separate cases again
* fix SyncVarEqual comparing the same two __goNetId values
* get rid of tmpValue
* fix weaver tests
* remove TODO
* SyncVar deserialize simple types: get rid of tmpValue here too
* remove tests
2020-01-10 16:17:13 +01:00
vis2k
a1649dfb25
remove outdated comment
2020-01-10 12:36:18 +01:00
vis2k
49d93d814c
NetworkClient.Shutdown calls Client.Disconnect as suggested in #923
2020-01-10 12:34:42 +01:00
vis2k
260cb49698
NetworkServer.Shutdown: add comment on why we call Transport.ServerStop, not Shutdown as suggested in #923
2020-01-10 12:30:01 +01:00
vis2k
fd7dc5e226
fix : #723 - NetworkTransform teleport works properly now
2020-01-09 09:15:47 +01:00
vis2k
2d59de801f
fix #923 : move NetworkManager.OnApplicationQuit Transport Shutdown code into Transport.OnApplicationQuit. Fixes a potential bug where the Transport wouldn't be shut down if someone doesn't use the NetworkManager.
2020-01-09 08:32:25 +01:00
vis2k
76a514aeec
syntax
2020-01-09 08:32:20 +01:00
vis2k
651e709785
fix #1407 : Check EnterPlayModeSettings and disable if needed for 2019.3 support ( #1415 )
...
* fix #1407 : Check EnterPlayModeSettings and disable if needed for 2019.3 support
* add reference
2020-01-09 08:03:47 +01:00
vis2k
a3ffd1264c
fix : #1278 - only call initial state SyncVar hooks on clients if the SyncVar value is different from the default one. ( #1414 )
...
* move comment
* add comment
* fix : #1278 - only call initial state SyncVar hooks on clients if the SyncVar value is different from the default one.
* initialState test for an if
* !initialstate
* getting there
* closer
* works but incompatible stack heights message
* better comments
* better
* not needed
* syntax
* rename
* incompatible stack height fixed
* update comment
* remove first todo
* SAVE PROGRESS
* compare go/ni too
* whitespace
* update comments
2020-01-08 16:58:46 +01:00
vis2k
32abb70ae9
add comment
2020-01-08 13:27:11 +01:00
vis2k
aafe387899
add comment
2020-01-08 12:16:58 +01:00
vis2k
a71ecdba4a
fix : #1380 - NetworkConnection.clientOwnedObjects changed from uint HashSet to NetworkIdentity HashSet for ease of use and to fix a bug where DestroyOwnedObjects wouldn't find a netId anymore in some cases.
2020-01-08 11:32:29 +01:00
vis2k
a2173d37db
NetworkConnection.DestroyOwnedObjects clears the hashset afterwards
2020-01-08 11:04:57 +01:00
vis2k
43030ac917
NetworkConnection.DestroyOwnedObjects to move code out of NetworkServer
2020-01-08 11:04:17 +01:00
Chris Langsenkamp
6111021252
meta file
2020-01-08 01:34:09 -05:00
vis2k
228b32e1da
fix : #1241 - Telepathy updated to latest version. All tests are passing again. Thread.Interrupt was replaced by Abort+Join.
2020-01-07 20:55:34 +01:00
vis2k
2dc13e9666
Merge pull request #1404 from vis2k/NetTransAuthority
...
fix: Use hasAuthority instead of isLocalPlayer
2020-01-07 16:24:27 +01:00
Chris Langsenkamp
3d3436c80a
Renamed and added comment
2020-01-07 10:17:44 -05:00
vis2k
28803b90de
Merge pull request #1405 from vis2k/NetAnimClientAuthCheck
...
fix: Check clientAuthority in NetworkAnimator
2020-01-06 15:15:37 +01:00
vis2k
25277e00ad
Merge pull request #1406 from vis2k/Remove-DDOL-Escape
...
Remove DDOL escape
2020-01-06 15:15:07 +01:00