vis2k
23cc3b8223
Tests: reuse CreateNetworkedAndSpawn
2021-08-11 15:07:02 +08:00
vis2k
c89e119743
Tests: reuse CreateNetworkedAndSpawn
2021-08-11 15:05:39 +08:00
vis2k
d9ecd21d1e
Tests: reuse CreateNetworked
2021-08-11 15:03:49 +08:00
vis2k
777fb9bfb9
syntax
2021-08-11 14:23:05 +08:00
vis2k
8b42915429
Tests simplified
2021-08-11 14:22:51 +08:00
vis2k
2328747b33
remove unnecessary line
2021-08-11 14:20:44 +08:00
vis2k
06f287176c
syntax
2021-08-11 14:19:34 +08:00
vis2k
47bc75cdc8
syntax
2021-08-11 14:18:40 +08:00
vis2k
1b9aaebee1
Tests simplified
2021-08-11 14:18:21 +08:00
vis2k
2fd87a49ec
comments
2021-08-11 14:15:24 +08:00
vis2k
52a560ca6d
Tests simplified
2021-08-11 14:14:57 +08:00
vis2k
2fff5ef02b
Tests simplified
2021-08-11 14:13:59 +08:00
vis2k
ff4bc267e0
syntax
2021-08-11 14:12:14 +08:00
vis2k
f0441738d0
Tests: reuse CreateNetworked
2021-08-11 14:11:37 +08:00
vis2k
e36a9a16fb
remove unnecessary destroys. CreateNetworked does it.
2021-08-11 14:10:29 +08:00
vis2k
7b62f3c7fd
NetworkServerRuntimeTest: reuse CreateNetworked
2021-08-11 14:09:30 +08:00
vis2k
7c5d453a3b
Tests: remove unnecessary DestroyImmediate now that CreateNetworked tracks it anyway
2021-08-11 14:04:31 +08:00
vis2k
b949034abb
Tests: simplify
2021-08-11 14:03:48 +08:00
vis2k
2c1736f29e
Tests: reuse CreateNetworked
2021-08-11 14:02:43 +08:00
vis2k
4f15ba9a2e
syntax
2021-08-11 14:01:02 +08:00
vis2k
6c5bee8106
syntax
2021-08-11 13:59:52 +08:00
vis2k
cf29a06bca
cleanup
2021-08-11 13:59:31 +08:00
vis2k
f61dd290e3
Tests: use CreateNetworked<T>
2021-08-11 13:55:27 +08:00
JesusLuvsYooh
5c45c5cd75
Defines for OnGUI ( #2875 )
...
* Defines for OnGUI KcpTransport.cs
Related to: https://github.com/vis2k/Mirror/pull/2874
"OnGUI allocates even if it does nothing. avoid in release."
* Defines for OnGUI SpatialHashing IM.cs
Related to: https://github.com/vis2k/Mirror/pull/2874
"OnGUI allocates even if it does nothing. avoid in release."
* Update SpatialHashingInterestManagement.cs
* Update KcpTransport.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-08-11 12:43:31 +08:00
vis2k
9cb4c55276
simplify tests
2021-08-11 00:34:55 +08:00
vis2k
bd6f2fd31a
Runtime tests: remove old transport enabled tests. transport enabled isn't needed anymore since Unbatcher GetNextMessage
2021-08-10 19:50:02 +08:00
vis2k
e342d58e5c
syntax
2021-08-10 19:49:00 +08:00
vis2k
c6bdbecfda
ClientSceneTests_LocalPlayer: huge cleanup
2021-08-10 19:48:01 +08:00
vis2k
96c526a7c5
remove unnecessary TearDown
2021-08-10 19:47:56 +08:00
vis2k
38d2a7e315
syntax
2021-08-10 19:38:30 +08:00
vis2k
494484ef78
ClientSceneTest_LocalPlayer_AsHost: huge cleanup
2021-08-10 19:36:58 +08:00
vis2k
4925f1397a
Tests: merge HostSetup into the only class that inherits from it
2021-08-10 19:19:14 +08:00
vis2k
87478178e9
MirrorTests: CreateNetworkedAndSpawnPlayer without <T> helper function
2021-08-10 19:11:05 +08:00
vis2k
881d90f539
Tests: remove unused FakeSpawnServerClientIdentity function
2021-08-10 19:07:06 +08:00
vis2k
080cd184c5
remove unused import
2021-08-10 19:02:41 +08:00
vis2k
47a948b87f
NetworkIdentityTests: remove old HandleRpc test
2021-08-10 19:02:27 +08:00
vis2k
d094c70588
NetworkWriterTests: use CreateNetworkedAndSpawn everywhere instead of manually adding to spawned
2021-08-10 18:58:53 +08:00
vis2k
281b200a69
SyncVarHookTests: use CreateNetworkedAndSpawn everywhere instead of manually adding to spawned
2021-08-10 18:55:49 +08:00
vis2k
f146ca8b87
SyncVarTests: use CreateNetworkedAndSpawn everywhere instead of manually adding to spawned
2021-08-10 18:52:28 +08:00
vis2k
3d350f3320
GetSyncVarNetworkIdentityOnClient Test: use CreateNetworkedAndSpawn instead of manually adding to spawned
2021-08-10 18:45:07 +08:00
vis2k
4591bde5e3
GetSyncVarGameObjectOnClient Test: use CreateNetworkedAndSpawn instead of manually adding to spawned
2021-08-10 18:43:48 +08:00
JesusLuvsYooh
bafe8832f6
NTB.cs defines for OnGUI ( #2874 )
...
* NTB.cs defines for OnGUI
#if UNITY_EDITOR || DEVELOPMENT_BUILD for OnGUI() added.
Related to this post, and discord discussion: https://github.com/vis2k/Mirror/issues/2871
"OnGUI calls allocate gc even when not doing anything"
This should give developers a mini optimisation, and means no manual editing needed of NTB.cs for their final releases.
* NTB.cs defines for OnGUI + Gizmos
#if UNITY_EDITOR || DEVELOPMENT_BUILD for OnGUI() added.
Related to this post, and discord discussion: #2871
"OnGUI calls allocate gc even when not doing anything"
This should give developers a mini optimisation, and means no manual editing needed of NTB.cs for their final releases.
Will apply to the other components, if accepted/good idea.
+ Added Gizmos section by request.
* Update NetworkTransformBase.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-08-10 14:46:11 +08:00
ninjakickja
ae622bfa57
Changes to validation of catchupThreshold - NetworkTransform2k - NetworkTransformBase ( #2853 )
...
* Changes to validation of catchupThreshold.
catchupThreshold needs to be at least 4, or it will interfere/conflict with checking if we have at least 3 old enough buffers. Catchup will decrease buffer while check needs at least 3 older.
catchupThreshold should also at least be bufferTimeMultiplier + 2, to take into account of the first 2 snapshots which is used for interpolation, before trying to implement catch up.
* Changes to validation of catchupThreshold - NetworkTransform2k - NetworkTransformBase
catchupThreshold needs to be at least 4, or it will interfere/conflict with checking if we have at least 3 old enough buffers. Catchup will decrease buffer while check needs at least 3 older.
catchupThreshold should also at least be bufferTimeMultiplier + 2, to take into account of the first 2 snapshots which is used for interpolation, before trying to implement catch up.
* Changes to validation of catchupThreshold - NetworkTransform2k - NetworkTransformBase
catchUpThreshold should be a minimum of bufferTimeMultiplier + 3, to prevent clashes with SnapshotInterpolation looking for at least 3 old enough buffers, else catch up will be implemented while there is not enough old buffers, and will result in jitter.
* Update NetworkTransformBase.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-08-10 14:25:37 +08:00
vis2k
79c9d2cc6a
Tests simplified
2021-08-09 16:56:43 +08:00
vis2k
6031f8936c
Tests simplified
2021-08-09 16:47:53 +08:00
vis2k
d02262e4a7
Test simplified
2021-08-09 16:46:39 +08:00
vis2k
c77406730c
NetworkServerTests: SendCommand test simplified
2021-08-09 16:45:42 +08:00
vis2k
0340dd2d38
NetworkServerTests: SendCommand test simplified
2021-08-09 16:44:44 +08:00
vis2k
b99b6d314d
NetworkServerTests: SendCommand test simplified
2021-08-09 16:43:42 +08:00
vis2k
b340397ad0
NetworkServerTests: SendCommand test simplified
2021-08-09 16:42:48 +08:00
vis2k
4f72d5f8f6
NetworkServer.CleanupNetworkIdentities renamed to CleanupSpawned because that's what it does.
2021-08-09 16:29:08 +08:00
MrGadget1024
d4f7a26278
Removed Network Observer Script Template
2021-08-09 00:32:26 -04:00
MrGadget1024
279db96a16
Consistant naming of NetworkManager object in example scenes
2021-08-09 00:06:43 -04:00
MrGadget1024
ed291183f6
fix: Multiple Matches example transport to KCP
2021-08-09 00:01:53 -04:00
MrGadget1024
9aced8f106
fix: Updated Multiple Matches example to use Match Int. Mgmt.
2021-08-08 23:53:08 -04:00
MrGadget1024
61f2ab809d
Suppress noisy Debug
2021-08-08 12:56:57 -04:00
MrGadget1024
43a4fdc4be
Added HelpUrl
2021-08-08 11:47:11 -04:00
vis2k
6d59807745
add logs
2021-08-08 18:46:22 +08:00
vis2k
f512928a3d
comment
2021-08-08 18:36:20 +08:00
vis2k
8f8a8ce690
Test simplified
2021-08-08 18:34:57 +08:00
vis2k
f88c3af277
syntax
2021-08-08 18:34:09 +08:00
vis2k
046e6d45f7
NetworkIdentitySerializationTests: simplify
2021-08-08 18:33:02 +08:00
vis2k
d7ee83d696
formatting
2021-08-08 18:31:24 +08:00
vis2k
b3bbec793f
NetworkIdentitySerializationTests: SerializationException
2021-08-08 18:29:21 +08:00
vis2k
d0ea26b42f
shorter name
2021-08-08 18:23:19 +08:00
vis2k
de4d2dc92f
Tests: NetworkIdentity serialization tests moved to separate file
2021-08-08 18:22:32 +08:00
vis2k
6ed56f08ea
Tests: CreateNetworkedAndSpawn<T,U,V> helper
2021-08-08 18:15:29 +08:00
vis2k
baad907fe8
Tests: CreateNetworkedAndSpawn<T,U> helper
2021-08-08 18:15:26 +08:00
vis2k
26fd44c0bd
MIRROR_44_0_OR_NEWER
2021-08-08 17:40:26 +08:00
vis2k
e28d7e903a
NetworkIdentity.OnSerializeSafely: remove unnecessary ownerWritten, observersWritten parameters
2021-08-08 13:59:09 +08:00
vis2k
6ce8dfcc23
syntax
2021-08-08 13:41:54 +08:00
vis2k
1e89a3a65d
NetworkServer.CreateSpawnMessagePayload: don't need OnSerializeAllSafely 'ownerWritten' and 'observersWritten' values. always convert to ArraySegment - and if nothing was written, they are empty.
2021-08-08 13:34:00 +08:00
vis2k
9dd1420edf
NetworkWriterTest: empty arraysegment
2021-08-08 13:29:13 +08:00
vis2k
a76fa59fee
NetworkIdentity.OnSerializeSafely simplified: owner/observers 'written' changed from int to bool
2021-08-08 13:23:39 +08:00
vis2k
adc7687807
stepsize 10 is enough
2021-08-07 22:09:34 +08:00
vis2k
a2f5659723
comment
2021-08-07 22:01:35 +08:00
vis2k
93246ffda5
better logging
2021-08-07 21:51:26 +08:00
vis2k
59b7d79db6
rename to make it more obvious
2021-08-07 21:47:24 +08:00
vis2k
6e87337792
Quaternion Compression Tests: [0..360] in 5 degree steps for all x, y, z components
2021-08-07 21:38:24 +08:00
vis2k
1666bf5309
syntax
2021-08-07 21:31:10 +08:00
vis2k
572ce6c751
LargestAbsoluteComponentIndex: rename largest to largestAbs to be more obvious
2021-08-07 21:27:38 +08:00
vis2k
2aa791a726
fix : #2674 - Quaternion Compression LargestAbsoluteComponentIndex largest absolute was accidentally initialized with largest, instead of largest absolute
2021-08-07 21:27:18 +08:00
vis2k
c5080d1ab3
Tests: LargestAbsoluteComponentIndex test to reproduce #2674
2021-08-07 21:24:10 +08:00
vis2k
3d67c72336
enable test
2021-08-07 21:17:10 +08:00
vis2k
13c2a42a77
remove unused runtime SceneObjectSpawningTests
2021-08-07 19:31:29 +08:00
vis2k
99109076e4
syntax
2021-08-07 19:27:23 +08:00
vis2k
300e236715
syntax
2021-08-07 19:26:38 +08:00
vis2k
1fc008f1ef
syntax
2021-08-07 19:24:43 +08:00
vis2k
02cc3de7b8
SnapshotInterpolationTests: casting not necessary anymore
2021-08-07 19:23:07 +08:00
vis2k
664f21ba45
RemoteTestBase: reuse ConnectHostClientBlockingAuthenticatedAndReady
2021-08-07 19:21:36 +08:00
vis2k
964188868d
syntax
2021-08-07 19:20:31 +08:00
vis2k
8673471cf1
comment
2021-08-07 19:20:11 +08:00
vis2k
0fdb39fa1c
CreateNetworkedAndSpawn without component helper function
2021-08-07 19:15:01 +08:00
vis2k
aff28a0c07
syntax
2021-08-07 19:12:09 +08:00
vis2k
e3f7b8ce74
Tests: rewrite #2629 fix test
2021-08-07 18:56:42 +08:00
vis2k
f12082d0a3
Tests: CreateNetworkedAndSpawn remove unnecesary .connetionToServer setup. it's not necessary anymore.
2021-08-07 18:50:31 +08:00
vis2k
b29a76d242
add assert just to be sure
2021-08-07 18:45:28 +08:00
vis2k
e52b9b24de
fix comment
2021-08-07 18:44:52 +08:00
vis2k
4436fb85ad
syntax
2021-08-07 15:18:04 +08:00
vis2k
e2a26cd438
syntax
2021-08-07 15:16:46 +08:00
vis2k
ed505b7b65
syntax
2021-08-07 15:16:11 +08:00
vis2k
95a7899b76
TODO
2021-08-07 15:13:22 +08:00
vis2k
90674529e0
syntax
2021-08-07 15:12:23 +08:00
vis2k
fd8023dafe
remove redundant TargetRpc (manual) test
2021-08-07 15:11:24 +08:00
vis2k
39ebfc6126
remove redundant RPC (manual) test
2021-08-07 14:04:21 +08:00
vis2k
b71e2f373a
syntax
2021-08-07 13:59:35 +08:00
vis2k
98eba5c9c1
syntax
2021-08-07 13:54:18 +08:00
vis2k
f74fb388b4
syntax
2021-08-07 13:45:42 +08:00
vis2k
3350760edb
Multiplex Test: reuse CreateGameObject with component
2021-08-07 13:44:52 +08:00
vis2k
70f117a950
AOI Test: reuse CreateGameObject with component
2021-08-07 13:40:46 +08:00
vis2k
dccf1a95f1
AOI Test: reuse CreateGameObject with component
2021-08-07 13:39:43 +08:00
vis2k
5dad5db819
Tests: CreateGameObject with Component helper
2021-08-07 13:39:32 +08:00
vis2k
0888776f06
AOI Test: use CreateGameObject for automated tracking & destroying
2021-08-07 13:37:47 +08:00
vis2k
5c8bd25b7e
namespaces
2021-08-07 13:30:11 +08:00
vis2k
46d7e2d6a3
Tests: remove generators
2021-08-07 13:28:18 +08:00
vis2k
4facadfc24
syntax
2021-08-07 13:24:17 +08:00
vis2k
b67156aafa
Test: GetStableHashCode
2021-08-07 13:22:57 +08:00
vis2k
fbd3342a76
syntax
2021-08-07 13:19:43 +08:00
vis2k
af94cb902c
ignore test
2021-08-07 13:14:34 +08:00
vis2k
35b024197a
syntax
2021-08-07 13:12:21 +08:00
vis2k
79fc5f528e
comment
2021-08-07 13:11:54 +08:00
vis2k
ac58ca4fd5
syntax
2021-08-07 13:11:27 +08:00
vis2k
8aeeb4daa2
syntax
2021-08-07 13:10:54 +08:00
vis2k
48b430c0ae
simplify test
2021-08-07 13:09:54 +08:00
vis2k
80dbbc9697
simplify tests
2021-08-07 13:07:39 +08:00
vis2k
13d9f3ae51
syntax
2021-08-07 13:05:49 +08:00
vis2k
765de95607
cleanup
2021-08-07 13:01:42 +08:00
vis2k
a4be521a87
syntax
2021-08-07 13:00:35 +08:00
vis2k
c47004bdc5
syntax
2021-08-07 13:00:00 +08:00
vis2k
3c5560d0ac
remove unused
2021-08-07 12:59:09 +08:00
vis2k
1b6ab9d7c0
syntax
2021-08-07 12:57:52 +08:00
vis2k
a34b974580
syntax
2021-08-07 12:55:49 +08:00
vis2k
3bb95aa528
remove unnecessary tests
2021-08-07 12:55:05 +08:00
MrGadget
7312d20a67
Simplify NetworkManager.isNetworkActive ( #2843 )
...
* fix: Obsolete NetworkManager.isNetworkActive
Use NetworkServer.active and/or NetworkClient.active instead.
Fixes #2842
* Cleaned up after conflicts
* Moved invocation of OnDisconnectedEvent handler to before setting of connectState
* Now without obsolete
* Commented Debug lines
* Uncommented another debug line
* Removed conflicted code
* removed debug line
* fixed debug msg
* reverted changes to debug lines
* moved change to separate PR
2021-08-07 12:09:04 +08:00
MrGadget
95de1a3aae
fix: Raise OnDisconnectedEvent before changing ConnectState ( #2870 )
2021-08-07 12:08:28 +08:00
MrGadget1024
8c6daf318f
commented noisy debug
2021-08-06 11:23:51 -04:00
MrGadget1024
a662a52430
commented noisy debug
2021-08-06 11:21:42 -04:00
MrGadget1024
70ddb2f41d
commented noisy debugs
2021-08-06 11:14:00 -04:00
MrGadget1024
9a1eb763b5
Added base method call to NetworkManagerOnServerDisconnect test
2021-08-06 11:05:00 -04:00
vis2k
e9791dff13
breaking: perf: SnapshotInterpolation.Compute: removed final boxing allocation. Snapshot.Interpolate is now a Func<T>.
2021-08-03 12:00:51 +08:00
vis2k
a7c0c29025
SnapshotInterpolationTests: use actual type instead of interface now
2021-08-03 11:50:18 +08:00
vis2k
2c70e71555
SnapshotInterpolation.Compute now returns <T> instead of Snapshot for ease of use
2021-08-03 11:11:38 +08:00
vis2k
23a663bdae
perf: SnapshotInterpolation.GetFirstSecondAndDelta: return <T> instead of Snapshot to avoid boxing
2021-08-03 11:05:17 +08:00
vis2k
ee78043725
whitespace
2021-08-03 11:05:15 +08:00
vis2k
bb8245c944
rename
2021-08-01 19:54:23 +08:00
ninjakickja
053ab364a9
Fix: ArgumentExceptionError when adding snapshots to buffer ( #2862 )
...
* Fix - From !isLocalPlayer to !hasAuthority
Changed !isLocalPlayer to !hasAuthority because object might not be player object.
* Update Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs
* Fix ArgumentExceptionError when adding snapshot to buffer - SnapshotInterpolation.cs
Occassionally duplicate messages may be received with the same remoteTimestamp. Adding an already existing key to buffer (Sorted List) will throw an ArgumentExceptionError and disconnect the client from the server.
Fixed by adding an if check to add snapshot only if remoteTimestamp key does not exist in the buffer.
* Test for ArgExceptionError - Adding snapshot to buffer with same key
* Update SnapshotInterpolation.cs
* Update SnapshotInterpolationTests.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-08-01 19:53:10 +08:00
MrGadget
03cd2e286f
Improved NetworkIdentity.Reset test ( #2863 )
2021-08-01 15:22:20 +08:00
vis2k
b495eaa965
syntax
2021-08-01 14:48:05 +08:00
vis2k
0d2733c564
fix : #2797 Clear hasAuthority when Destroying and call OnStopAuthority
2021-08-01 14:45:54 +08:00
vis2k
88112e7778
NetworkServerTest: use CreateNetworkedAndSpawnPlayer
2021-08-01 14:42:59 +08:00
vis2k
a55c75b945
MirrorTest: CreateNetworkedAndSpawnPlayer helper
2021-08-01 14:42:50 +08:00
vis2k
c879f17936
test for #2797 fixed
2021-08-01 14:33:38 +08:00
vis2k
2d2ea64d8a
Tests: ConnectHostClientBlocking() now connects local server too. otherwise NetworkServer.localConnection isn't added to NetworkServer.Connections.
2021-08-01 13:51:51 +08:00
vis2k
2c85cfbd06
Tests: ConnectHostClientBlockingAuthenticatedAndReady helper
2021-08-01 13:44:25 +08:00
vis2k
9351c3bb99
test to reproduce #2797
2021-07-31 21:12:05 +08:00
vis2k
b0be4a3540
remove check
2021-07-31 21:04:09 +08:00
vis2k
d82388aff4
Tests: ConnectHostClientBlocking helper function
2021-07-31 20:54:42 +08:00
vis2k
d897da8a6b
TODO
2021-07-31 20:51:09 +08:00
vis2k
3232001466
NetworkServer.DestroyObject: added comments
2021-07-31 20:17:55 +08:00
vis2k
e9f8af40f9
split OnStopClient tests into two
2021-07-31 20:06:23 +08:00
vis2k
3c52284c8c
keep old name
2021-07-31 20:04:51 +08:00
vis2k
d466d73f85
fix : #2119 - DestroyObject is now called when cleaning up scene identities too. Sends unspawn messages and calls OnStopClient/Server properly.
2021-07-31 17:30:25 +08:00
vis2k
3d9493dbfd
Test to reproduce #2119
2021-07-31 17:22:17 +08:00
vis2k
0f069fc848
fix: CleanupNetworkIdentities needs to iterate a copied .spawned list becuase we now call DestroyObject directly. previously Destroy would call OnDestroy the next frame.
2021-07-31 17:22:00 +08:00
vis2k
47bd2b7c78
CleanupNetworkIdentities: better comments and call DestroyObject with DestroyMode.Destroy for spawned prefabs directly. more obvious.
2021-07-31 17:10:49 +08:00
vis2k
beff4b634a
rename DestroyMode
2021-07-31 17:08:50 +08:00
vis2k
4a505860eb
NetworkServer.DestroyObject: 'DestroyMode' enum instead of bool to make it more obvious.
...
we don't just need it
2021-07-31 12:33:11 +08:00
vis2k
47217bef6c
NetworkServer.CleanupNetworkIdentities: call NetworkServer.Destroy directly instead of GameObject.Destroy->NetworkIdentity.OnDestroy->NetworkServer.Destroy (see #2119 )
2021-07-31 12:24:24 +08:00
vis2k
4685ee653d
comment
2021-07-31 12:21:24 +08:00
vis2k
e951abeb34
better comments
2021-07-31 12:20:25 +08:00
vis2k
7071a6afc8
comments
2021-07-31 12:03:27 +08:00
vis2k
77a3e0f23b
cleanup and rename
2021-07-31 11:47:59 +08:00
vis2k
2a48d80afc
rename
2021-07-31 11:44:54 +08:00
Eunseop Shim
f0d4f1595a
Allow reader generation of abstract NetworkBehaviours by reordering checks in Readers.GenerateReader() ( #2808 )
...
* Reorder checks to simplify and allow reader generation of abstract NetworkBehaviours
* Add SyncVar/ClientRpc Tests for abstract NetworkBehaviour
2021-07-31 11:32:42 +08:00
vis2k
7036ea5cab
fix: NetworkAnimator uses double precision time for accuracy over days/weeks ( #2840 )
2021-07-31 11:10:25 +08:00
Robin Rolf
93b262dc94
feat: ZigZag VarInt Compression ( #2859 )
2021-07-30 21:10:36 +08:00
MrGadget1024
015c4d3f35
fix: Added missing [Command] attribute to NetworkAnimator.CmdSetAnimatorSpeed
2021-07-29 08:49:59 -04:00
ninjakickja
7e425d3106
fix: From !isLocalPlayer to !hasAuthority - NetworkTransform2k/NetworkTransformBase.cs ( #2855 )
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* Fix - From !isLocalPlayer to !hasAuthority
Changed !isLocalPlayer to !hasAuthority because object might not be player object.
* Update Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-07-29 11:44:04 +08:00
Robin Rolf
7e72683850
fix: Lazy create telepathy client/server ( #2847 )
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Otherwise any options set via script are never going to be applied with no way of doing so
2021-07-25 13:12:13 +08:00
vis2k
06a77308ce
remove version.txt again. not the one from asset store.
2021-07-23 12:06:00 +08:00
vis2k
ad45a0eb0f
feature: Compression.VarInt added again
2021-07-23 12:05:38 +08:00
vis2k
15d2e8caa2
NetworkManager: ConfigureServerFrameRate renamed to ConfigureHeadlessFrameRate
2021-07-21 13:35:45 +08:00
vis2k
24033c101b
fix : #2842 Revert "fix: Prevent recursion overflow when stopping ( #2833 )"
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This reverts commit 32fdd5215f
.
2021-07-20 11:48:54 +08:00
vis2k
c3bd1f2798
Test for #2842 - StopHostTest
2021-07-20 11:47:12 +08:00
vis2k
c1bfdea524
NetworkManagerTests: StartHost
2021-07-20 11:45:38 +08:00
vis2k
5cd3ad3ec0
missed a test
2021-07-19 11:44:27 +08:00
vis2k
d17156749d
feature: NetworkTransform 2 - Snapshot Interpolation ( #2791 )
2021-07-19 11:38:06 +08:00
MrGadget1024
ca4c2fd930
fix: Removed ServerAuthFailed from Basic Authenticator
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Doesn't do what I intended it to do...better solution needed.
2021-07-18 08:24:12 -04:00
vis2k
b268e61928
add comment
2021-07-18 12:23:04 +08:00
vis2k
f79eab5d20
feature: MatchInterestManagement ( #2837 )
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* feature: MatchInterestManagement component
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2021-07-17 10:54:48 +08:00
MrGadget1024
6242c618d5
Updated comment
2021-07-16 08:48:54 -04:00
vis2k
6d021c0875
fix: kcp2k V1.12 (updated)
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-> where-allocation now optional to handle platforms that don't support it
2021-07-16 20:31:34 +08:00
vis2k
d66d228079
fix: kcp2k V1.12
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- where-allocation removed. will be optional in the future.
- Tests: don't depend on Unity anymore
- fix : #26 - Kcp now catches exception if host couldn't be resolved, and calls
OnDisconnected to let the user now.
- fix: KcpServer.DualMode is now configurable in the constructor instead of
using #if UNITY_SWITCH. makes it run on all other non dual mode platforms too.
2021-07-16 13:10:05 +08:00
vis2k
69116bfeb2
fix: NetworkTime.UpdateClient uses double precision time for accuracy over days/weeks
2021-07-16 12:25:53 +08:00
Robin Rolf
d516280dca
fix: NetworkBehaviour dirty check uses double time ( #2839 )
2021-07-16 12:18:59 +08:00
vis2k
28bcce7f0f
fix log
2021-07-16 10:52:21 +08:00
vis2k
fecfcd3378
fix: SceneInterestManagement OnCheckObserver uses identity.gameObject instead of own gameObject
2021-07-16 10:46:49 +08:00
vis2k
02ad57cae8
fix: SceneInterestManagement OnSpawned uses identity.gameObject instead of own gameObject
2021-07-16 10:46:08 +08:00
vis2k
53b54f3dac
syntax
2021-07-16 10:45:08 +08:00
MrGadget1024
398824703d
Updated comments in ZoneHandler
2021-07-15 13:54:29 -04:00