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