* Changed oldColor to underscore in hook in RandomColor
* WIP
* feat: Updated Basic Example
- PlayerUI is now separated from player object
- PlayerUI is event driven from the Player object
- PlayerUI is locally instantiated, instead of networked
- added border to players panel
* fixed code smells
* moved playersList to BasicNetManager
* fixed compile error and improved layout
* fixed tooltips
Co-authored-by: MrGadget1024 <chris@clevertech.net>
Having near identical lines in these functions is confusing at first glace. Having RegisterWriteFunc call Register makes it more clear exactly what is going on
* formatting
* moving comment about buffer next to buffer
* moving comment to doc comment
* doc comment position
* doc comments for Length
* doc comments for ReadBlittable
* doc comments for ReadBytes
* doc comments for ReadBytesSegment
* doc comments for ToString
* doc comments for NetworkReaderExtensions
* comments for ReadString
* exception comments for read bytes/segement
* fixing comment
* fix(weaver): Warning for multiple write/read functions for the same type
Adding warning message when trying to register a write or read function for a type that is already in dictionary. Previously weaver would be silent about this making it hard to know when an extension method overrides another one.
* test for warnings
* checking buffer length is atleast 2
disconnect if invalid message
* using const instead of magic number
Adding test to make sure that writing id is the same size as IdSize
* adding comment
* renaming to HeaderSize
* delegate and callbacks instead of unityevent
* using callbacks in Mirror
* Using new callbacks instead of events
* moving methods next to each other in NetworkClient
* moving add/remove to methods in NetworkServer
* replacing uses of events within transports and tests
* fixing tests
* fixing more tests
* replacing delegates with actions
* adding comments to show what action variable's are
* removing extra function created in rebase
* renaming callbacks
* adding reset methods so that actions arn't null
* fixing rename
* breaking defines
* Update Assets/Mirror/Runtime/Transport/KCP/MirrorTransport/KcpTransport.cs
* Update KcpTransport.cs
* Update Transport.cs
* removing ResetHandlers methods
transports can now call events after stop is called
Co-authored-by: vis2k <info@noobtuts.com>
* adding try/catch to hanlder
user code can throw errors.
* Update Assets/Mirror/Runtime/MessagePacker.cs
* Update Assets/Mirror/Runtime/MessagePacker.cs
* test for command that throws
* disconnecting client after Exception in message handler
Co-authored-by: vis2k <info@noobtuts.com>
Generating readers and writers for structs in other assemblies
could sometimes cause a
```
System.ArgumentException: Member 'xxx' is declared in another module and needs to be imported
```
This in particular affected unity mathematics.
fixes#2406
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
Changed the default 100ms to 10ms
Double checked with Vis in Discord "tooltip is meant to say 10ms."
Already seen one screenshot of a Discord user that set this from 10 to 100, due to the typo, believing 100 was meant to be default and not 10.
* NetworkWriter consistency: Write(U)Ints moved to static extension methods for consistency with all the other writer functions like WriteUInt16.
This makes life easier because weaver looks for all Write(U)Int functions in the same place. Otherwise packed writes can't be removed in a later PR without breaking weaver (which is also evidence for being bad design before)
* NetworkReader consistency: removed redundant Read(U)Ints
* breaking: Obsolete Read/WritePacked functions and use the regular ones everywhere. We are not bandwidth limited but CPU limited, so this is good. Those were overly complex and worst of all they cause non deterministic packet sizes. a player packet might spawn fine in editor, but 1 month into production it might very well hit the 1200 MTU limit if health is suddenly >241 or the Vector2Int position is somewhere else. This was insanity.
* NetworkWriter consistency: Write(U)Ints moved to static extension methods for consistency with all the other writer functions like WriteUInt16.
This makes life easier because weaver looks for all Write(U)Int functions in the same place. Otherwise packed writes can't be removed in a later PR without breaking weaver (which is also evidence for being bad design before)
* NetworkReader consistency: removed redundant Read(U)Ints
* Return and log warning on start already started client or server
* Apply suggestions from code review, Always check for client and server active state
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
Co-authored-by: vis2k <info@noobtuts.com>
* adding kcp2k asmdef
marked with allowUnsafeCode
* adding reference to new kcp2k asmdef, and unmarking allowUnsafeCode
* adding public gettings for list/queue count
* Update Assets/Mirror/Runtime/Transport/KCP/MirrorTransport/KcpTransport.cs
Co-authored-by: vis2k <info@noobtuts.com>
Adding compression methods for Quaternion and floats. These methods can be used to decrease size of Quaternions before sending the value over the network.
ScaleToUInt method can be used to compress float from 32 bits to the range given to the method. This can be used to compress Vector3 if the bounds of the world are known and fixed before runtime.
* fix: fixing sceneId when using BuildPipeline.BuildPlayer with incorrect case in path
BuildPipeline.BuildPlayer takes an array of strings for scene paths. Unity will find the scene with the path case insensitive but path case is case sensitive.
This change would make it so that these 2 paths have the same hash
```
Assets/Scenes/Forest.unity
Assets/Scenes/forest.unity
```
* Adding full comment for ToLower
* Update NetworkIdentity.cs
Co-authored-by: vis2k <info@noobtuts.com>
* Making ReaderWriterProcessor return if it found custom functions (not counting ones in mirror.dll)
* Always writing generateContainerClass if modified
* processing PropertySiteProcessor if either ReaderWriterProcessor or WeaveModule are successful
* creating generateContainerClass in WeaverList constructor
* Moving new WeaverList to after WeaverTypes.SetupTargetTypes
* feat: adding MiddlewareTransport
* Allows Middleware to be created at the transport layer
* Middleware can choice which methods they want to override and which to let inner handle
* using expression bodies
* fix: improving errors in SendTargetRPCInternal
* now give error when connection is null
* updating error message to accurately explain what went wrong
* clientOwnedObjects is a hash set which doesn't need to be disposed
* DestroyOwnedObjects already clears list which is called by networkmanager when connection disconnects
Co-authored-by: vis2k <info@noobtuts.com>
* moving check to base connection because it could be used for either
* renaming to IsAlive
* passing in timeout so it doesn't need to check NetworkServer
* updating doc comment
The code to serialize lists, arrays, and array segments is now in the runtime instead of generated in the weaver.
removes about 300 LOC of weaver witchcraft