James Frowen
6e081f3d40
NetworkIdentity ServerUpdate Performance test ( #1703 )
2020-04-14 11:13:21 +02:00
James Frowen
c66c5a6dcc
fix: Fixing SyncVars not serializing when OnSerialize is overridden ( #1671 )
...
* Adding SyncVar methods
this will allow SyncVars to still work if user overrides
OnSerialize as long as they call base.OnSerialize
* Adding tests for NetworkBehaviour OnSerialize
These tests make sure that weaver correctly create code for syncvar
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
* adding extra test
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
2020-04-14 11:11:15 +02:00
Chris Langsenkamp
0e1aa1b305
Updated Netowork Observer template
2020-04-13 21:08:14 -04:00
MrGadget
4994193668
Make OnSetHostVisibility virtual with default functionality ( #1707 )
2020-04-13 20:05:08 -05:00
Chris Langsenkamp
cbe499e052
NetworkVisibility: Put methods in correct order
2020-04-13 20:17:07 -04:00
Chris Langsenkamp
6fec901a80
Updated Network Observer Template
2020-04-13 20:05:00 -04:00
James Frowen
eec45ff8fe
Adding changed check to PreprocessorDefine ( #1698 )
...
* Adding changed check to PreprocessorDefine
this stops ProjectSettings being marked as dirty each time the editor is opened
* Update PreprocessorDefine.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-04-13 10:14:04 +02:00
Chris Langsenkamp
8aabb54929
Don't rename spawned objects
2020-04-12 21:48:41 -04:00
Paul Pacheco
003597bc11
Remove commented out code
2020-04-12 11:06:13 -05:00
Paul Pacheco
b7cef180d4
Rename local variable for clarity
2020-04-12 11:06:13 -05:00
Paul Pacheco
61cf445395
Rename method for clarity
2020-04-12 11:06:13 -05:00
Paul Pacheco
78ff826684
Fix smells
2020-04-12 11:06:13 -05:00
Paul Pacheco
2a456a0161
Reduce cognitive complexity of Weave
2020-04-12 11:06:13 -05:00
Paul Pacheco
1a2af279ca
Remove unused method
2020-04-12 11:06:13 -05:00
Paul Pacheco
91920e0a6e
fix code smells
2020-04-12 11:06:13 -05:00
uwee
0e84e9dd4e
smell: reduce OnGUI complexity ( #1696 )
2020-04-12 16:48:25 +02:00
James Frowen
f8f939fd9c
Making ULocalConnectionPerformance test clean up new objects ( #1700 )
...
stops testPlayerPrefab was causing problems with OnPostProcessScene in other runtime tests
2020-04-12 13:44:45 +01:00
James Frowen
83d1648913
changing test namespace ( #1699 )
2020-04-12 13:18:05 +01:00
Chris Langsenkamp
9c3f5710eb
Updated docs and comments re: Network Visibility
2020-04-12 07:54:28 -04:00
James Frowen
18bd792a0b
Improving Performance Benchmark ( #1695 )
...
Taking measurements for frames and LateUpdate at same time.
2020-04-12 00:52:48 +01:00
James Frowen
9d24d45987
Adding defines to performance tests ( #1690 )
...
* adding defines
* adding versionDefines
2020-04-11 20:59:42 +02:00
James Frowen
24e2af098f
changing namespaces of performance tests ( #1689 )
2020-04-11 17:30:18 +01:00
Chris Langsenkamp
25ee8540f9
breaking: Network Visibility Component
2020-04-11 11:56:21 -04:00
vis2k
70ddf92a5c
breaking: NetworkVisbility component ( #1681 )
...
* backup
* breaking: NetworkProximityCheck abstract class. Simplifies code, reduces complexity, improves performance because if 10k identities have 10 components each, we don't have to iterate 100k components each time we rebuild observers.
* update tests and checkers
* DisallowMultipleComponents
* fix tests
* split OnCheckObserver check
* fix tests
* syntax
* update comment
* renamed to NetworkVisibility
* forgot to remove comment
2020-04-11 15:37:35 +02:00
Paul Pacheco
6e92bf5616
feat: Use logger framework for NetworkClient ( #1685 )
...
* Use logger framework for NetworkClient
* Update Assets/Mirror/Runtime/NetworkClient.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-04-11 13:21:14 +02:00
James Frowen
c0a82a86ea
Logger editor ( #1613 )
...
* window for mirror log levels
* applying suggestions
2020-04-10 13:20:05 -05:00
MrGadget
e7cfd5a498
fix: Check SceneManager GetSceneByName and GetSceneByPath ( #1684 )
...
* fix: Check SceneManager GetSceneByName and GetSceneByPath
* Fix example too.
2020-04-10 11:26:37 -05:00
Paul Pacheco
55e075c872
fix: stack overflow getting logger
2020-04-10 11:14:20 -05:00
Paul Pacheco
de87634ec5
Some extension methods for convenient migration
2020-04-10 11:11:51 -05:00
Paul Pacheco
f9328c771c
feat: logger factory works for static classes by passing the type
2020-04-10 10:51:42 -05:00
MrGadget
bc37497ac9
fix: Re-enable transport if aborting additive load/unload ( #1683 )
...
* fix: Re-enable transports if aborting additive load/unload
* Restore debug if's
2020-04-10 11:42:38 -04:00
James Frowen
95705a1545
Moving error check to when cache is created ( #1682 )
...
* Moving error check to when cache is created
* updating tests for new code behaviour
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-04-10 17:15:24 +02:00
vis2k
0b44ccee99
syntax
2020-04-10 10:06:37 +02:00
James Frowen
f0579835ca
perf: Increasing Network Writer performance ( #1674 )
...
* Increasing performance of network writer
* Using Array.Clear
renaming value to newLength
* Update Assets/Mirror/Tests/Editor/NetworkWriterTest.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
* adding braces
* extracting EnsureCapacity method
* Update NetworkWriter.cs
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
2020-04-10 09:45:09 +02:00
Chris Langsenkamp
c1fe2124d8
Removed SpawnWithClientAuthority from comments and docs
2020-04-09 16:51:41 -04:00
James Frowen
8ce65045c8
Benchmark performance test 2 - Idle benchmark ( #1662 )
...
* adding bool to stop health updating
* idle benchmark
* using FindObjectsOfType instead of static field
2020-04-09 09:40:37 +02:00
James Frowen
7e7ffcd892
Adding report to performance test readme
2020-04-08 16:24:39 +01:00
James Frowen
7a06815d75
adding static check before adding this arg ( #1668 )
2020-04-07 19:50:48 +02:00
James Frowen
60678d9bc7
adding readme ( #1672 )
2020-04-07 12:30:57 -05:00
James Frowen
4fc58be148
making network behaviour abstract ( #1669 )
2020-04-07 10:23:09 +02:00
James Frowen
17885a0da2
Adding comments to NetworkBehaviour ( #1670 )
2020-04-07 00:33:15 +01:00
James Frowen
f8dee1f1a1
removing unnecessary using ( #1667 )
2020-04-06 09:56:26 -05:00
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
vis2k
bfe90857bb
Log is enough for now
2020-01-06 12:51:01 +01:00
vis2k
474a9480a5
ConnectHost moved into FinishStartHost
2020-01-06 12:36:03 +01:00
vis2k
3eb11c9a2d
FinishLoadScene uses new NetworkManager.mode. This way the host connection doesn't need to be connected before changing host server's online scene. This makes everything easier.
2020-01-06 12:35:56 +01:00
vis2k
b9c9a3c350
NetworkManager.mode to simplify FinishLoadScene afterwards
2020-01-06 12:35:49 +01:00
Chris Langsenkamp
5a728ac4e6
Remove DDOL escape
2020-01-06 06:04:08 -05:00
Chris Langsenkamp
00149f3a2d
Fixed comment
2020-01-06 04:27:43 -05:00
Chris Langsenkamp
847d02cfda
Add clientAuthority check
2020-01-05 20:01:42 -05:00
Chris Langsenkamp
7b1761ea1e
Add clientAuthority check
2020-01-05 19:56:33 -05:00
MrGadget
039cf5af22
Use hasAuthority instead of isLocalPlayer
...
This allows non-player objects that have been assigned authority to the client to be moved around by the client and their positions updated from that client appropriately when clientAuthority is also true.
2020-01-05 18:50:13 -05:00
vis2k
7776049526
ConnectHost moved into FinishStartHost
2020-01-05 20:42:41 +01:00
vis2k
f33d90a4ca
FinishLoadScene uses new NetworkManager.mode. This way the host connection doesn't need to be connected before changing host server's online scene. This makes everything easier.
2020-01-05 20:38:18 +01:00
vis2k
1fe1ca730c
NetworkManager.mode to simplify FinishLoadScene afterwards
2020-01-05 20:35:00 +01:00
vis2k
ccb45a6215
FinishLoadSceneHost doesn't call OnClientSceneChanged if the scene changed because of a StartHost call. fixes a bug where AddPlayer was called twice in mrgadget's simple scenes example.
2020-01-05 20:30:22 +01:00
vis2k
df9c29a6b3
fix: FinishLoadSceneHost calls FinishStart host which now calls StartHostClient AFTER server online scene was loaded. Previously there was a race condition where StartHostClient was called immediately in StartHost, before the scene change even finished. This was still from UNET.
2020-01-05 19:49:26 +01:00
vis2k
4f169b021d
add comment
2020-01-05 19:26:14 +01:00
vis2k
fadcd46eff
add more comments
2020-01-05 19:14:44 +01:00
vis2k
5029bc5253
StartHost: add comment on what StartHostClient does
2020-01-05 19:14:02 +01:00
vis2k
7f7658ad75
add comment
2020-01-05 19:12:34 +01:00
vis2k
f7500a2a82
OnClientConnect: explain clientLoadedScene flag
2020-01-05 19:04:46 +01:00
vis2k
af878bd915
Merge pull request #1388 from paulpach/privatehandler
...
refactor: this should not be accessible
2020-01-03 09:49:06 +01:00
vis2k
654979aa3c
Merge pull request #1387 from vis2k/UpdateRoomExample
...
Room Example: NetworkManager moved to Offline scene
2020-01-03 09:48:40 +01:00
vis2k
217f880191
Merge pull request #1389 from paulpach/privatevislist
...
fix: it is not safe to modify this outside this class
2020-01-02 10:35:28 +01:00
Paul Pacheco
ae3860f51b
refactor: use save parameter name as overriden method
2020-01-01 20:28:43 -06:00
Paul Pacheco
addbd91fbd
Fix floating point comparison
2020-01-01 20:28:43 -06:00
Paul Pacheco
480350d413
refactor: avoid unused private warning
2020-01-01 20:28:43 -06:00
Paul Pacheco
bd7e27c662
refactor: remove unnecesary base.
2020-01-01 20:22:03 -06:00
Paul Pacheco
12c10a3896
refactor: reuse authentication expiration
2020-01-01 20:11:50 -06:00
Paul Pacheco
12de543aa4
fix: move NetworkStreamExtension in a namespace
2020-01-01 20:02:37 -06:00
Paul Pacheco
7ce95c5cea
fix: null reference exception
2020-01-01 19:59:07 -06:00
Paul Pacheco
bc7a961e4d
fix: it is not safe to modify this outside this class
2020-01-01 19:56:56 -06:00
Paul Pacheco
663773c3fc
refactor: this should not be accessible
2020-01-01 19:55:20 -06:00
Paul Pacheco
33493a0137
fix: potential null reference exception with debug logging
2020-01-01 19:34:55 -06:00
Paul Pacheco
2668b17162
fix: move listserver classes into package
2020-01-01 19:09:37 -06:00
Paul Pacheco
f02d3174db
fix: list server logs properly when disconnected
2020-01-01 19:07:48 -06:00
Paul Pacheco
a438216458
refactor: Remove double semicolon
2020-01-01 15:33:52 -06:00
Chris Langsenkamp
97871e23c2
Updated ReadMe
2020-01-01 15:56:40 -05:00
Chris Langsenkamp
147ddab13e
NetworkManager moved to Offline scene
2020-01-01 15:46:36 -05:00
Chris Langsenkamp
f64cf6e3db
Update Prefabs & Scenes to Master
2020-01-01 12:34:30 -05:00
vis2k
c2d817259b
NetworkManager.FinishLoadScene: split into host/server/client functions to prepare for further improvements
2020-01-01 13:34:34 +01:00
vis2k
5d68ef2c28
update comment
2020-01-01 12:49:59 +01:00
vis2k
11586a4177
explain StartHost
2020-01-01 12:18:07 +01:00
vis2k
9d9625b42f
explain StartServer
2020-01-01 12:16:01 +01:00
Paul Pacheco
05ce317714
refactor: cleanup code format using dotnet-format
2019-12-31 23:14:17 -06:00
Paul Pacheco
1d20a27879
Follow naming convention for private variable
2019-12-31 22:23:20 -06:00
Paul Pacheco
c90bbaa66b
Follow naming convention for private variable
2019-12-31 22:23:08 -06:00
Paul Pacheco
c31e7c8202
Follow naming conventions
2019-12-31 22:18:24 -06:00
Paul Pacheco
cfc280a527
Don't use deprecated methods in test
2019-12-31 21:27:48 -06:00
Paul Pacheco
e8ca3401d0
Don't use deprecated methods in test
2019-12-31 21:24:07 -06:00
Chris Langsenkamp
f117bdb9fc
Filled in missing summary comments
2019-12-31 09:54:03 -05:00
vis2k
588117e6d4
add comment
2019-12-31 15:39:08 +01:00
vis2k
c4e3c2debf
ServerChangeScene: disable Transport before sceneload call. it's cleaner this way.
2019-12-31 15:34:24 +01:00
vis2k
a603a55ed5
syntax
2019-12-31 15:33:41 +01:00
vis2k
0ed0c077fb
remove empty line
2019-12-31 15:28:33 +01:00
vis2k
21045466bf
NetworkManager.ConnectLocalClient renamed to StartHostClient for consistency with StartClient (it does almost the same as StartClient)
2019-12-31 12:09:21 +01:00
vis2k
97fd6b5d7e
NetworkManager.StartHost: OnStartClient call moved into ConnectLocalClient for consistency with StartClient functions
2019-12-31 12:07:22 +01:00
vis2k
0b0c1edad2
update log message
2019-12-31 12:06:20 +01:00
vis2k
668d6a063d
NetworkManager.ConnectLocalClient moved higher near StartClient because it's similar
2019-12-31 12:06:09 +01:00
vis2k
a472edd14c
NetworkClient.SetupLocalConnection renamed to ConnectHost for consistency with NetworkClient.Connect (it does almost the same anyway)
2019-12-31 11:10:10 +01:00
vis2k
b36c347200
call OnStartHost AFTER SetupServer
2019-12-31 11:02:21 +01:00
vis2k
ed260cfb18
add comments
2019-12-31 10:24:21 +01:00
vis2k
23b5b50155
Call SetupLocalConnection after SetupServer to prepare for local connection removal, where a real connection can only connect to the server after it was started, not before.
2019-12-31 10:24:10 +01:00
vis2k
07a85309e0
StartHost calls SetupServer + scene change + spawnobjects manually
2019-12-31 10:14:42 +01:00
vis2k
539fe69585
StartServer code mostly moved into SetupServer
2019-12-31 10:11:20 +01:00
vis2k
a8d3e0c998
move log message above
2019-12-31 09:41:05 +01:00
vis2k
e54728d1cc
NetworkManager.StartServer changed to void because it always returned true
2019-12-31 09:40:53 +01:00
vis2k
9969cc1c08
NetworkServer.Listen changed to void because it always returned true
2019-12-31 09:32:51 +01:00
vis2k
8787910d34
add comment
2019-12-31 09:30:29 +01:00
vis2k
2971345f37
NetworkManager.StartServer: scene change check moved into IsServerOnlineSceneChangeNeeded
2019-12-31 09:26:13 +01:00
Paul Pacheco
39817fcf00
docs: refer to the correct RegisterHandler method
2019-12-30 13:17:40 -06:00
Chris Langsenkamp
3a17699c23
Cleared Spawn Prefabs - not needed
2019-12-30 13:15:21 -05:00
vis2k
892acf272c
explain SetupLocalConnection order properly
2019-12-30 18:47:24 +01:00
vis2k
cfe9520f7c
add comments
2019-12-30 17:37:44 +01:00
Chris Langsenkamp
53b160e480
Update NetworkBehaviour Template
2019-12-30 09:47:44 -05:00
vis2k
3e28b10dcb
syntax
2019-12-30 13:33:02 +01:00
vis2k
d712cd0303
fix: NetworkTransform clientAuthority works again via clientAuthority option that is configurable in inspector. this had to be fixed after we removed local authority.
2019-12-30 11:09:18 +01:00
vis2k
e8015dfc80
typos
2019-12-30 09:12:24 +01:00
vis2k
87376ae3af
SendTargetRPCInternal: disallow all connections to server, not just the local client one
2019-12-29 22:07:47 +01:00
vis2k
53aa0bcc19
improve comments
2019-12-29 21:42:42 +01:00
vis2k
ee1807c85c
remove empty line
2019-12-29 21:36:07 +01:00
Paul Pacheco
7258823a3c
Test that OnStartServer is propagated by NI
2019-12-27 19:20:01 -06:00
Julien Heimann
3c0bc28228
feat: generate serializers for IMessageBase structs ( #1353 )
...
* Allow Weaver to add bodies to IMessageBase structs with empty de/serialize methods
* Update Assets/Mirror/Editor/Weaver/Processors/MessageClassProcessor.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
* applied suggested changes
* adjusted empty method check
* Update Assets/Mirror/Editor/Weaver/Processors/MessageClassProcessor.cs
formatting
Co-Authored-By: vis2k <info@noobtuts.com>
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
2019-12-27 10:12:28 -06:00
MrGadget
b34ae51965
Replace License.txt ( #1360 )
2019-12-26 09:51:56 -06:00
vis2k
4cc4279d7d
fix : #1359 . Revert "Destroy objects owned by this connection when disconnecting ( #1179 )"
...
This reverts commit 8931944005
.
2019-12-26 13:43:02 +01:00
MrGadget
8e77da3424
Call OnClientConnect in FinishLoadScene ( #1357 )
2019-12-26 10:07:37 +01:00
MrGadget
ba3f855c98
Add Meta Files ( #1358 )
2019-12-26 10:07:08 +01:00
Paul Pacheco
d7a58d25d4
fix: destroy owned objects ( #1352 )
...
* fix: destroy owned objects
fix #1346
Broken in PR #1206
alternative to #1351
* fix nre
* Simplify
2019-12-23 19:25:16 -06:00
Paul Pacheco
d83efbbd8d
Test connect and send
2019-12-23 19:06:14 -06:00
Paul Pacheco
e7abf4e7c7
Test transport events
2019-12-23 18:06:00 -06:00
Paul Pacheco
fe39459181
Test ClientSend
2019-12-23 17:44:03 -06:00
Paul Pacheco
ad115af845
Test ClientDisconnect
2019-12-23 17:37:50 -06:00
Paul Pacheco
947c473a3d
Test ClientConnected
2019-12-23 17:23:58 -06:00
Paul Pacheco
3e0802607a
Test connecting with uri
2019-12-23 16:44:40 -06:00
Paul Pacheco
1eff4ed4e6
Test connect
2019-12-23 16:36:13 -06:00
Paul Pacheco
caece9ecde
Fully initialize multiplex for testing
2019-12-23 16:29:40 -06:00
Paul Pacheco
a132a9c47a
Test available method
2019-12-23 16:26:25 -06:00
Paul Pacheco
c6af3c39f7
Add NSubstitute
2019-12-23 16:19:03 -06:00
Paul Pacheco
b55cf957a8
refactor: move ninja websocket in it's own assembly
2019-12-23 16:03:09 -06:00
Paul Pacheco
885e1f4c73
test: Mocking library for testing ( #1350 )
...
* Include mocking libraries
* reimported nsubstitute dlls
* Only include as part of test assemblies
2019-12-23 14:51:20 -06:00
Paul Pacheco
9f2dca56f0
refactor: compatibility with 2019.3
2019-12-23 13:40:16 -06:00
Paul Pacheco
a800064d8a
test: Test packing floats into ushort
2019-12-23 12:52:39 -06:00
Paul Pacheco
ad2bee222a
test: removing pair test
2019-12-23 12:25:14 -06:00
Paul Pacheco
f12fa2f51a
test: Simplify tests
2019-12-23 12:21:50 -06:00
Paul Pacheco
60cfea0d14
test: copyto tests
2019-12-23 11:37:53 -06:00
MrGadget
abd2af9001
Made loadingSceneAsync public ( #1349 )
2019-12-23 08:32:15 +01:00
MrGadget
58f573729f
Allow Custom Scene Handling ( #1329 )
2019-12-22 19:59:35 +01:00
MichalPetryka
3d94f4b6c7
Remove trailing whitespace and fix encodings ( #1342 )
2019-12-22 11:58:52 +01:00
vis2k
307f129bd7
remove trailing whitespaces
2019-12-22 11:13:18 +01:00
vis2k
4c6805cf86
update comment
2019-12-22 11:12:45 +01:00
vis2k
45a8e6367b
Telepathy updated to latest version
2019-12-22 09:33:26 +01:00
vis2k
93d3511266
add comment
2019-12-22 09:24:31 +01:00
vis2k
54498403a5
fix: potential exploits / out of sync issues where clients with different transports might see different game states because of different max message sizes when using FallbackTransport. ( #1331 )
2019-12-22 09:18:51 +01:00
Paul Pacheco
9926472d98
feat: Chat example ( #1305 )
...
* Add chat example
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Change package to chat
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* UI FIxes
* Lighting
* Fixed ScrollView
* Fixed username assignment
* removed commented line
* Layout refinement
* remove empty lines
Co-Authored-By: MrGadget <chris@clevertech.net>
* fixed which element was enabled
* Strip unprintable characters
* reverted ASCI filter
Co-authored-by: MrGadget <chris@clevertech.net>
2019-12-21 13:22:02 -06:00
vis2k
b3127beb89
fix: MultiplexTransport GetMaxMessageSize NullReferenceException when called on server. And fixes potential exploits / out of sync issues where clients with different transports might see different game states because of different max message sizes. ( #1332 )
2019-12-21 08:09:33 -06:00
MrGadget
9a0127aadc
Remove usings ( #1327 )
...
* Removed extraneous usings
* Removed extraneous usings
* Removed extraneous usings
2019-12-21 10:26:22 +01:00
MrGadget
ea4fc93159
Add return to ClientConnect(Uri) ( #1326 )
2019-12-20 21:46:52 +01:00
MrGadget
0e705d4aa0
Remove all extraneous blank lines ( #1325 )
2019-12-20 21:46:16 +01:00
MrGadget
b479b8ee51
Put the return back in ClientConnect ( #1324 )
2019-12-20 21:16:45 +01:00
MrGadget
1be4de3f63
Adjust cameras for server view ( #1318 )
2019-12-19 08:06:00 +01:00
Chris Langsenkamp
a5d369f96c
fixed comment
2019-12-18 16:53:09 -05:00
MrGadget
abf5cdcf36
feat: Add roomPlayer parameter to OnRoomServerCreateGamePlayer ( #1317 )
...
* Adds roomPlayer parameter to OnRoomServerCreateGamePlayer
* fixed template
2019-12-17 10:16:14 +01:00
vis2k
6fb8a32f5b
remove NetworkIdentityEditor because it's not really needed after removing local player authority (which required special checks to only show one option at a time). Also fixes #1289 ( #1309 )
2019-12-16 08:50:47 +01:00
Paul Pacheco
a2e17108b6
display the whole connection
2019-12-13 08:03:15 -06:00
Paul Pacheco
dbe064393a
fix: error when there are no network behaviors ( #1303 )
...
Use the lazy network behaviors cache everywhere, so this can never be null
2019-12-12 20:28:31 -06:00
MrGadget
ca4ff9b6b2
Fix Delayed Disconnect ( #1302 )
2019-12-12 20:02:23 -06:00
MrGadget
3684033f6a
Restore clientAuthorityCallback ( #1298 )
2019-12-12 19:31:11 -06:00
MrGadget
c6678eb3f1
No point in calling this here ( #1300 )
2019-12-12 19:30:40 -06:00
MrGadget
a18d6b5eaa
Unused field ( #1299 )
2019-12-12 19:11:20 -06:00
Paul Pacheco
e4a701ed4e
feat: fallback transport now supports uri ( #1296 )
2019-12-10 17:13:32 +01:00
Paul Pacheco
c206f9ad97
feat: Multiplex based on url ( #1295 )
...
If the multiplex transport receives an url for connection,
try all the underlying transports until it finds a suitable one
For example, let's say you configure a multiplex transport with telepathy and websocket, if you try:
```cs
NetworkManager.StartClient("tcp4://host:port");
```
then the multiplex transport will use telepathy.
if we pass:
```cs
NetworkManager.StartClient("ws://host:port");
```
then the multiplex transport will select websocket
2019-12-10 07:36:42 +01:00
Paul Pacheco
7865a840b6
feat: LLAPI transport can receive port from uri ( #1294 )
...
* feat: LLAPI transport can receive port from uri
* Refactor to use the original method
2019-12-09 21:52:50 +01:00
Paul Pacheco
c8ad118d50
feat: websocket can receive port in url ( #1287 )
...
* feat: websocket can now receive port and encryption setting from uri
* check for ws or wss scheme
2019-12-09 16:52:39 +01:00
Paul Pacheco
06946cf37f
feat: telepathy can now receive port from uri ( #1284 )
...
* feat: telepathy can receive port from uri
* Use configured port if the url does not have one
* use tcp4 as scheme for telepathy
* don't change default port
* Update TelepathyTransport.cs
* Update TelepathyTransport.cs
2019-12-08 19:48:26 +01:00
vis2k
e766f7b511
Update list server header text
2019-12-08 09:08:35 +01:00
Tor Esa Vestergaard
a0425e4e84
fix: Draw SyncVar label for Unity objects inline ( #1291 )
...
* SyncVar label for Unity objects is now drawn inline instead of on the next line
* Made syncVarIndicatorContent static
Did it since there's no need to have that allocation per editor instance.
2019-12-07 14:29:14 +01:00
MrGadget
c8aabd246a
Fix Inspector Refresh ( #1290 )
2019-12-07 09:20:31 +01:00
MrGadget
7843b12f7f
Make startPositionIndex public ( #1288 )
...
* Make startPositionIndex public
startPositions is a public list, so the index should be too.
* Update NetworkManager.cs
* Update NetworkManager.cs
2019-12-06 06:55:38 +01:00
Paul Pacheco
f9d34d5863
feat: Mirror now supports message inheritance ( #1286 )
...
* test: child messages should serialize parent's data
* feat: Mirror now supports inheritance for messages
2019-12-05 11:21:42 -06:00
Paul Pacheco
7e4023246b
fix: Don't set asset id for scene objects
...
Fixes this warning:
```
SetDynamicAssetId object already has an assetId <68fb15ce5f2e7eb44a8ac123d853b91a>
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Mirror.NetworkIdentity:set_assetId(Guid) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkIdentity.cs:165)
Mirror.ClientScene:ApplySpawnPayload(NetworkIdentity, SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\ClientScene.cs:470)
Mirror.ClientScene:OnSpawn(SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\ClientScene.cs:529)
Mirror.<>c__DisplayClass35_0`1:<RegisterHandler>b__0(NetworkConnection, SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkClient.cs:400)
Mirror.<>c__DisplayClass7_0`1:<MessageHandler>b__0(NetworkMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\MessagePacker.cs:163)
Mirror.NetworkConnection:InvokeHandler(Int32, NetworkReader, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkConnection.cs:271)
Mirror.NetworkConnection:TransportReceive(ArraySegment`1, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkConnection.cs:325)
Mirror.NetworkClient:OnDataReceived(ArraySegment`1, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkClient.cs:149)
UnityEngine.Events.InvokableCall`2:Invoke(ArraySegment`1, Int32)
UnityEngine.Events.UnityEvent`2:Invoke(ArraySegment`1, Int32)
Mirror.TelepathyTransport:ProcessClientMessage() (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\Transport\TelepathyTransport.cs:79)
Mirror.TelepathyTransport:LateUpdate() (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\Transport\TelepathyTransport.cs:106)
```
2019-12-05 05:15:43 -06:00
Paul Pacheco
00b51364ac
improve warning message
2019-12-05 05:12:44 -06:00
Paul Pacheco
7c3622cfae
feat: new way to connect using uri ( #1279 )
...
* feat: new way to connect using uri
* set the host name when starting by url
2019-12-05 11:57:24 +01:00
Paul Pacheco
0e1bc8110f
fix: ReplacePlayer now calls OnStartLocalPlayer ( #1280 )
...
* fix: ReplacePlayer now calls OnStartLocalPlayer
fixes #962
* fix: replace player cannot steal another player
2019-12-04 14:54:50 -06:00
MrGadget
b23cfc739d
Fix ServerChangeScene ( #1281 )
2019-12-04 14:49:33 -06:00
MrGadget
555d0d9cc0
Add true for keepAuthority ( #1277 )
2019-12-03 08:49:11 +01:00
vis2k
13e2dcccd9
breaking: SyncList.Callback passes old and new entries instead of only passing one entry which is sometimes the old, sometimes the new entry. This is more consistent and it's very useful to know the previous value in a hook for OP_SET and OP_DIRTY. ( #1273 )
...
* feature: SyncList.Callback passes old and new entries instead of only passing one entry which is sometimes the old, sometimes the new entry. This is more consistent and it's very useful to know the previous value in a hook for OP_SET and OP_DIRTY.
* update tests
* update docs
2019-12-03 08:35:41 +01:00
vis2k
97e838b932
SyncDictionary: remove unused OP_DIRTY operations
2019-12-03 08:17:55 +01:00
vis2k
4b9dcbf9f4
SyncList: remove unused OP_DIRTY operations
2019-12-03 08:16:44 +01:00
vis2k
c5079ada6c
remove SyncDictionary.Dirty function because it's unused and we removed it for SyncList already too ( #1272 )
2019-12-03 08:12:12 +01:00
Paul Pacheco
ad724fe23c
fix: replace player (remove authority by default) ( #1261 )
...
* fix: remove authority properly in replace player
This is an alternative to #1257
Now the user can pass a parameter to ReplacePlayer to indicate
that the old player should remain attached to the connection.
Note the user could simply pass true and then call RemoveAuthority themselves
which was the approach in #1257
Personally I would prefer #1257 , but this is at least better than
master because authority is removed the proper way.
* Update NetworkServer.cs
2019-12-03 08:11:39 +01:00
MrGadget
8012972b0e
Removed non-implemented overload ( #1276 )
2019-12-03 08:01:52 +01:00
vis2k
1eae07fa2c
remove unused SyncList.Dirty function
2019-12-02 11:50:18 +01:00
MrGadget
7898dc2347
Restore Room Player Authority ( #1267 )
2019-12-02 08:48:27 +01:00
MrGadget
1ed12dba79
Require Network Transform ( #1269 )
2019-12-02 06:41:07 +01:00
MrGadget
42a4a7cb00
Add Return button to Room Manager ( #1268 )
...
* Add Return button to Room Manager
* Simplified GUI
* Fixed height
2019-12-02 06:40:55 +01:00
MrGadget
cddef72b41
Move scoring to PlayerScore ( #1266 )
2019-12-02 06:40:11 +01:00
MrGadget
e6f8f3c46f
Improve Turn and Jump ( #1265 )
2019-12-02 06:39:56 +01:00
Paul Pacheco
8899d20712
fix: Additive scene can respawn objects safely ( #1270 )
...
* fix: Additive scene can respawn objects safely
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
2019-12-01 22:48:08 -06:00
Paul Pacheco
c753089478
fix: don't call OnStartLocalPlayer twice ( #1263 )
2019-12-01 09:55:57 -06:00
Paul Pacheco
4d373c5071
fix: call OnStartClient only once in room ( #1264 )
2019-12-01 09:55:38 -06:00
Paul Pacheco
2195fee81c
fix: set authority when replacing the player
2019-11-30 07:09:06 -06:00
Paul Pacheco
c58ead16a6
Remove unused method
2019-11-29 23:10:25 -06:00
MrGadget
e8841a3c1d
Merge pull request #1259 from paulpach/fix2clients
...
fix: issue with more than 1 client
2019-11-29 19:58:07 -05:00
Paul Pacheco
095b54752a
isClient is already true, so make sure to initialize the objects
2019-11-29 18:23:46 -06:00
Paul Pacheco
ab73fbcf7a
Simplify isServer ( #1258 )
2019-11-29 18:06:44 -06:00
Chris Langsenkamp
55dabf2755
Updated Templates
2019-11-29 18:44:55 -05:00
Paul Pacheco
4816f0ead1
Spawn host objects via spawn, just like clients ( #1248 )
...
* Spawn host objects works via messages just like clients
* fix spawning local player
* Do not call OnStartClient twice
2019-11-29 17:25:32 -06:00
Paul Pacheco
b8618d356f
Revert "fix: replacing the player does not mean giving up authority ( #1254 )"
...
This reverts commit a2c273ecd1
.
2019-11-29 16:04:06 -06:00
Paul Pacheco
fb26d0023f
fix: isLocalPlayer is true during OnStartClient for Player ( #1255 )
...
related to #1250 but for client mode.
Before:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=True isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=False
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
After:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
2019-11-29 15:40:38 -06:00
Paul Pacheco
a2c273ecd1
fix: replacing the player does not mean giving up authority ( #1254 )
2019-11-29 15:02:55 -06:00
Paul Pacheco
9acde20b0a
fix: isLocalPlayer works in host mode onStartServer ( #1253 )
...
See #1250
Before:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=False isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
after
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=False isClient=False isLocalPlayer=True
Void OnStartClient() hasAuthority=False isClient=True isLocalPlayer=True
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
Note it is not possible to fix Awake because it gets called before we
have any chance of setting any property
2019-11-29 14:34:07 -06:00
Paul Pacheco
d00c95bb55
fix: isClient now reports true onStartServer in host mode ( #1252 )
2019-11-29 14:10:46 -06:00
Paul Pacheco
2f19c7ca89
fix: hasAuthority is now visible in all overrides ( #1251 )
...
See #1250
Before:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=False isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
After:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=True isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=True isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
2019-11-29 13:09:46 -06:00
Paul Pacheco
7aa7815754
fix: Call hooks when initializing objects OnStartServer on host ( #1249 )
2019-11-29 15:12:06 +09:00
Paul Pacheco
7119dd15f8
fix: Do not call InternalAddPlayer twice ( #1246 )
2019-11-28 13:47:31 -06:00
MrGadget
4c0fb9ba34
Simplified Spawner ( #1244 )
2019-11-28 10:35:23 -06:00
MrGadget
d0c0f394f7
Auto Assign Character Controller ( #1245 )
2019-11-28 10:34:18 -06:00
MrGadget
d963e29d95
Made RandomColor a Separate Component ( #1240 )
...
* Made RandomColor a separate component
* Adjusted Prefab
* Simplified OnValidate
* Reverted unrelated changes
2019-11-28 09:42:46 -06:00
Chris Langsenkamp
c89ba52e3d
Change to using Color32
2019-11-27 21:32:25 -05:00
Paul Pacheco
a282c32394
clearer comment
2019-11-27 18:18:59 -06:00
Paul Pacheco
9a2ff84440
space in comment
2019-11-27 18:17:32 -06:00
Paul Pacheco
888e46c685
fix: OnSetHostVisibility can now check if it has authority
2019-11-27 17:53:30 -06:00
vis2k
d2075002ca
improve comment
2019-11-25 19:15:04 +09:00
vis2k
91fc3c25db
remove trailing whitespace
2019-11-25 19:11:55 +09:00
vis2k
ba88ca6ab5
explain the special case in RebuildObservers
2019-11-25 19:11:47 +09:00
Chris Langsenkamp
fad50818bf
Added AddComponentMenu empties and namespace
2019-11-24 14:35:19 -05:00
Chris Langsenkamp
37e5b49f28
Removed extraneous comments
2019-11-24 09:46:41 -05:00
Chris Langsenkamp
210540b669
Fixed Obsolete comment
2019-11-24 08:38:47 -05:00
Paul Pacheco
3b9414f131
perf: spawn with client authority only takes 1 message ( #1206 )
...
* perf: spawn with client authority only takes 1 message now
* Fix javadocs and warning
* Rename parameters
* Make sure we spawn players with authority
2019-11-24 10:22:43 +09:00
Paul Pacheco
5b04836bb2
fix: spawnwithauthority works again in host mode
2019-11-24 10:16:15 +09:00
Paul Pacheco
92d0df7b39
feat: SyncToOwner now works with authority ( #1204 )
...
* WIP redoing authority
* Local client also handles authority
* Remove unused callback
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Rename pendingOwner
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: vis2k <info@noobtuts.com>
2019-11-23 15:07:00 +09:00
Paul Pacheco
24d8368b38
refactor: reuse connectionToClient for authority ( #1200 )
...
* refactor: reuse connectionToClient for authority
* Fix compilation issue
* Make PR easier to read
* Better error message
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
2019-11-23 15:00:53 +09:00
Paul Pacheco
876da8bbcd
refactor: Simplify spawning
2019-11-23 14:54:37 +09:00
MrGadget
1e96cb7a8a
Replaces SpawnWithClientAuthority with Spawn Overloads ( #1233 )
...
* Replaces SpawnWithClientAuthority with Spawn Overloads
* Cleaned up comments and log messages
2019-11-23 14:26:27 +09:00
vis2k
e847344bde
syntax
2019-11-23 11:59:04 +09:00
vis2k
f0cf4e7e14
Replace 'local client' naming with 'host' to be less confusing. This breaks NetworkProximityChecker.OnSetLocalVisibility because it needs to be renamed to OnSetHostVisibility
...
* rename parameter
* obsolete
* rename parameter
2019-11-23 11:34:47 +09:00
Paul Pacheco
1d4b1faac2
docs: fix link to spawn custom player
2019-11-23 11:03:27 +09:00
Paul Pacheco
0bc151bb27
Obsolete built in messages
2019-11-23 11:03:18 +09:00
Paul Pacheco
c669ff155d
perf: avoid allocation for error messages
2019-11-23 11:03:08 +09:00
vis2k
1c7c54305d
add missing meta file
2019-11-23 11:00:49 +09:00
Chris Langsenkamp
638b445744
Update Prefabs After LocalPlayerAuthority Removed
2019-11-23 10:59:52 +09:00
MrGadget
8cf6a0707e
feat: Script Templates ( #1217 )
...
* Add Script Templates
* Moved serialization section down
* Added comments to Awake & Start
* Capitalization
* meta files
* Added doc links and XML comments
2019-11-23 10:59:38 +09:00
Chris Langsenkamp
477028913a
Update Prefabs After LocalPlayerAuthority Removed
2019-11-23 10:59:21 +09:00
Chris Langsenkamp
1699335aaa
fixed comment
2019-11-23 10:59:12 +09:00
Paul Pacheco
d741baed78
feat: Pass all information to spawn handler ( #1215 )
2019-11-23 10:57:52 +09:00
ZacNorthBigBox
701f4f4183
fix: Pass the name of the invoking class and desired command when an object has no authority. ( #1216 )
2019-11-23 10:57:45 +09:00
Paul Pacheco
2c58902357
Code style
2019-11-23 10:57:40 +09:00
Paul Pacheco
2081a757ea
Remove unused connection id cache
...
Good find by MrGadget
2019-11-23 10:57:32 +09:00
Paul Pacheco
2d4d4109bb
Make list cache readonly
2019-11-23 10:57:25 +09:00
Paul Pacheco
c2096d0fb7
Available transport is determined at connection time ( #1213 )
...
* Available transport is determined at connection time
* Update MultiplexTransport.cs
2019-11-23 10:57:11 +09:00
Paul Pacheco
ce305d95fc
Removed unused code
2019-11-23 10:57:09 +09:00
Paul Pacheco
15e03d9bbf
Removed unused code
2019-11-23 10:57:06 +09:00
Paul Pacheco
7ba4bc3590
use C# formatter
2019-11-23 10:56:53 +09:00
Paul Pacheco
09f6892c55
feat: An authenticator that times out other authenticators ( #1211 )
...
* feat: An authenticator that times out other authenticators
* Clean up some spaces
* Add tooltip for timeout
Disable timeout with 0
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Remove space
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* use float for time
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
2019-11-23 10:56:51 +09:00
Chris Langsenkamp
d821013deb
Added HelpURL to NetworkBehaviour
2019-11-23 10:56:22 +09:00
Chris Langsenkamp
e33f2e84cb
Updated summary comments
2019-11-23 10:56:04 +09:00
Paul Pacheco
bf9eb610dc
feat: NetworkConnection is optional for handlers ( #1202 )
...
* feat: NetworkConnection is optional for handlers
* make NetworkConnction optional in handlers
2019-11-23 10:52:24 +09:00
Paul Pacheco
12fd2ae6fc
Remove redundant namespace
2019-11-23 10:52:12 +09:00
Paul Pacheco
236dcb6734
remove redundant type parameter
2019-11-23 10:52:02 +09:00
Paul Pacheco
1531281516
Enforce proper type for connectionToClient
2019-11-23 10:51:50 +09:00
vis2k
db99dd7b3d
fix: when modifying a prefab, Unity calls OnValidate for all scene objects based on that prefab, which caused Mirror to reset the sceneId because we only checked if a prefab is currently edited, not if THIS prefab is currently edited
2019-11-03 14:33:59 +01:00
vis2k
188b74edd6
Fallback Transport ( #1198 )
...
* Fallback Transport
* doc
* doc
* help URL
* exception
* fixed help url
2019-11-03 00:04:59 +01:00
Paul Pacheco
f70a2ac702
refactor: Simplify spawn message ( #1195 )
...
* refactor: Simplify spawn message
* Update Assets/Mirror/Runtime/Messages.cs
* fix brainfart
* consolidate spawning logic
* simpler find
* remove unnecesary private keyword
* Remove redundant else
2019-10-31 10:07:37 +01:00
vis2k
6765da2387
Make Transport.Available() abstract ( #1194 )
...
* Make Transport.Available() abstract
* better
2019-10-30 13:02:07 -07:00
vis2k
7fe8888df5
perf: MultiplexTransport: avoid Linq allocations that would happen on every packet send because Send calls .ServerActive() each time
2019-10-30 20:18:02 +01:00
Paul Pacheco
40f50ac908
breaking: Remove localPlayerAuthority ( #1192 )
...
* breaking: Remove localPlayerAuthority (#1188 )
* breaking: Remove localPlayerAuthority
This flag does not do anything useful in anything but NetworkAnimator
so NetworkAnimator can keep it's own flag.
* Add tooltip with explanation
* Editor should no longer access localPlayerAuthority property
2019-10-30 18:13:25 +01:00
Paul Pacheco
7df3ce37d1
fix: Don't throw exception getting address
2019-10-30 09:30:58 -07:00
Paul Pacheco
6cbef06e00
Simplify editor a bit
2019-10-30 05:49:04 -07:00
vis2k
d9afbfe4c9
rename 'owner' to 'isLocalPlayer' to prepare to be less confusing ( #1185 )
2019-10-27 16:30:06 +01:00
vis2k
27daf3fb0b
remove old comment
2019-10-27 15:01:21 +01:00
Paul Pacheco
8931944005
Destroy objects owned by this connection when disconnecting ( #1179 )
...
* Destroy objects owned by this connection when disconnecting
* How did this get here?
* Simplify keeping track of owned objects
2019-10-27 14:55:12 +01:00
Paul Pacheco
4d9e5809ee
tests: unit test local connections ( #1184 )
2019-10-27 14:47:06 +01:00
Paul Pacheco
f94adbf09b
refactor: local connections maintain their own queue ( #1183 )
...
* refactor: local connections maintain their own queue
* pass message to the counterpart connection
* Update LocalConnections.cs
* Update LocalConnections.cs
2019-10-27 14:09:54 +01:00
MrGadget
2d13512642
Remove redundant force authority ( #1180 )
2019-10-26 10:38:29 +02:00
Paul Pacheco
8d886ecf69
Remove leftover xmldoc parameter
2019-10-25 23:38:33 -05:00
Paul Pacheco
2ae5f0ddfc
Make sure we use a connection to client for clientAuthorityOwner
2019-10-25 23:09:19 -05:00
Paul Pacheco
24a7968cc2
refactor: Split NC for clients and servers ( #1175 )
...
NetworkConnection has been broken down into:
NetworkConnection
NetworkConnectionToClient
NetworkConnectionToServer
This way each class does one thing only, instead of trying to accommodate client and server functionality in the same class.
I can't go any further than this without breaking a lot of code. Ideally we would move the connectionId down to NetworkConnectionToClient, but that will result in a lot of breaking changes.
2019-10-25 23:01:54 -05:00
MrGadget
51653ed811
Remove Authority Set ( #1178 )
2019-10-25 13:13:57 +02:00
Paul Pacheco
1ec8910575
perf: allocation free syncdict foreach, fix #1172 ( #1174 )
2019-10-23 08:40:55 -05:00
Paul Pacheco
13e4e6fe3a
refactor: make it clearer that connection id is 0 or possitive
2019-10-23 07:21:20 -05:00
Paul Pacheco
035e6307f9
perf: allocation free enumerator for syncsets, fixes #1171 ( #1173 )
2019-10-23 11:36:52 +02:00
Paul Pacheco
ade7e76f45
This method should never be used by users
2019-10-22 20:23:48 -05:00
Paul Pacheco
745ef89e8c
make it clearer that connection id can't be -1
...
It was already impossible for he connection id to be -1
So make it clear.
Also make sure the connection id cannot change
2019-10-22 19:48:51 -05:00
Paul Pacheco
c0a7c8a6db
Users should never be creating NetworkConnections directly
2019-10-22 19:44:54 -05:00
Paul Pacheco
9dea4856ac
obsolete: Players should not really use connectionId
2019-10-22 18:46:36 -05:00
MichalPetryka
4ffd5a2e06
perf: Custom IEnumerator for SyncLists to avoid allocations on foreach ( #904 )
...
* Custom IEnumerator for SyncLists to avoid allocations on foreach
* add comments and benchmark
* remove unnecessary 'private'
* syntax
2019-10-22 17:41:09 +02:00
Paul Pacheco
60b2dcb94b
refactor:use ToString() to display connections ( #1170 )
2019-10-22 08:34:19 -05:00
vis2k
0a22e61787
add comment
2019-10-22 15:10:25 +02:00
Paul Pacheco
94eda38803
feat: Remove Command shortcut for host mode ( #1168 )
2019-10-22 10:13:27 +02:00
Paul Pacheco
22b45f7a11
perf: Use RemoveAt to remove elements from lists
2019-10-21 02:20:51 -05:00
vis2k
12c5a8fdc3
Revert "feat: Add Timeout to NetworkAuthenticator ( #1091 )"
...
This reverts commit e8cc9ba27b
.
2019-10-20 20:12:14 +02:00
MrGadget
e8fac8aba5
fix: Suspend server transport while changing scenes ( #1169 )
...
* Suspend transport
* fixed typo
2019-10-20 11:54:43 -05:00
MrGadget
e8cc9ba27b
feat: Add Timeout to NetworkAuthenticator ( #1091 )
...
* Add timeout to NetworkAuthenticator
* Added back the using Vis removed
* updated doc
* Typo
2019-10-20 11:23:34 -05:00
MrGadget
1fc1ed2708
fix: Don't give host player authority by default ( #1158 )
...
* Don't give host player authority by default
* Same when removing authority
2019-10-20 18:01:00 +02:00
Paul Pacheco
eb51da0b72
simplify tests
2019-10-19 11:29:52 -05:00
Lymdun
8be06fc453
Fix comments ( #1167 )
2019-10-19 10:06:30 -05:00
Paul Pacheco
2db9520b54
Cleaned up some tests
2019-10-19 10:05:30 -05:00
MichalPetryka
0fde090bf2
SyncList custom Equality Comparer support ( #1146 )
2019-10-19 16:02:08 +02:00
Paul Pacheco
9cb309e5bc
feat: Users may provide custom serializers for any type ( #1153 )
...
* feat: Users may provide custom serializers for any type
* Relax rules for rpc parameters to support user provided serializers
* Improve error messages
* Fixed component types
* Adjusted tests
2019-10-19 16:00:27 +02:00
MrGadget
ae5c92b40c
Rename includeSelf to includeOwner ( #1163 )
...
* Rename includeSelf to includeOwner
* Renamed isSelf too
2019-10-19 09:47:17 +02:00
MrGadget
11b3cce123
Refresh Data For Preview Window ( #1161 )
2019-10-19 09:41:06 +02:00
MrGadget
0295522d5a
Prevent NRE ( #1162 )
2019-10-19 09:39:46 +02:00
MrGadget
039abfcc81
Remove unnecessary virtuals ( #1156 )
2019-10-18 08:09:27 -05:00
MrGadget
c3fcf9117c
Update NetworkClient.cs
...
updated comment
2019-10-18 00:27:34 -04:00
Paul Pacheco
d8ce80fe0e
fix: don't call hook in host if no change, fixes #1142 ( #1143 )
...
* fix: don't call hook in host if no change, fixes #1142
* Update Assets/Mirror/Editor/Weaver/Processors/SyncVarProcessor.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* avoid hook calls for GO and NI in host
* Update Assets/Mirror/Editor/Weaver/Processors/SyncVarProcessor.cs
* Remove check from SetSyncVarGameObject
2019-10-17 09:31:31 +02:00
Paul Pacheco
34c419ee07
Update NI and GO fields for ease of use ( #1154 )
2019-10-17 09:30:29 +02:00
MrGadget
61428382f4
Make playerData public to get rid of Unity's warning ( #1152 )
2019-10-16 21:16:46 +02:00
MichalPetryka
0f951858c5
feat: SyncSet custom Equality Comparer support ( #1147 )
2019-10-15 09:07:15 -05:00
MichalPetryka
84555bc9d0
Fix invalid exception usage ( #1148 )
2019-10-14 19:39:00 +02:00
MrGadget
fd43c67d68
fix: Prevent Compiler Paradox ( #1145 )
...
* Prevent Compiler Paradox
* Change platform to Editor Only
* added new line at EOF
2019-10-14 07:32:24 -05:00
Paul Pacheco
ae2f5cb7d8
Make field readonly
2019-10-14 07:23:40 -05:00
Paul Pacheco
85faddfdd0
Remove unused, obsolete private method
2019-10-14 07:20:47 -05:00
Paul Pacheco
ec5434b087
Method should be static
2019-10-13 16:20:56 -05:00
Paul Pacheco
95138427f3
perf: avoid boxing for getting message id ( #1144 )
...
* perf: avoid boxing for getting message id
* Update Assets/Mirror/Runtime/MessagePacker.cs
Co-Authored-By: MichalPetryka <35800402+MichalPetryka@users.noreply.github.com>
* Update Assets/Mirror/Runtime/NetworkConnection.cs
Co-Authored-By: MichalPetryka <35800402+MichalPetryka@users.noreply.github.com>
2019-10-13 15:57:39 -05:00
Chris Langsenkamp
d5e3e56c78
Fixed HelpURL
2019-10-09 01:41:54 -04:00
MrGadget
bcc6af8527
Simplify Jump and reset player prefabs ( #1140 )
2019-10-08 09:35:08 +02:00
Chris Langsenkamp
98b6328f76
Merge branch 'master' of https://github.com/vis2k/Mirror
2019-10-07 06:41:35 -04:00
Chris Langsenkamp
86b5f565d0
updated comments
2019-10-07 06:41:12 -04:00
vis2k
231a384881
Telepathy updated to latest version
2019-10-07 10:43:47 +02:00
Chris Langsenkamp
1f2ff6b2c9
Code formatting
2019-10-05 10:13:13 -04:00
Chris Langsenkamp
d177df8f35
Changed to OnStartServer
2019-10-04 04:42:48 -04:00
Chris Langsenkamp
24052428e0
Removed unused Players object from scene
2019-10-04 04:25:18 -04:00
Paul Pacheco
c85d0df533
fix: webgl build fix #1136 ( #1137 )
2019-10-03 01:05:28 -05:00
MrGadget
5dfc85931f
Obsoletes OnServerAddPlayer ( #1134 )
...
* Obsoletes OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)
* Fixed NetworkManager
* Fixed Pong
* Fixed Room
* Wrapped call in warning suppressors
* Improved comments
2019-10-02 10:26:19 +02:00
MrGadget
e73185932a
Updated Basic Example ( #1135 )
...
* Updated Basic Example
* Added more comments
* addes more comments
2019-10-01 21:52:36 -05:00
Paul Pacheco
77ec19c0dd
docs: update links to new add player documentation
2019-10-01 11:56:43 -05:00
Paul Pacheco
c0417e3788
docs: explain what TargetRpcProcessor does
2019-10-01 06:58:13 -05:00
Paul Pacheco
af6be4fe41
docs: explain what RpcProcessor does
2019-10-01 06:58:13 -05:00
Paul Pacheco
b0a67041d8
docs: explain what CommandProcessor does
2019-10-01 06:58:13 -05:00
vis2k
ed572da6a0
fix: NetworkBehaviourInspector wouldn't show SyncMode if syncvars / syncobjects were only private
2019-10-01 11:47:12 +02:00
Paul Pacheco
c24a73f6c9
fix: syncvars in commands work again ( #1131 )
...
* fix: syncvars in commands work again
2019-09-30 22:13:34 -05:00
Paul Pacheco
fb15c56d39
refactor: we no longer replace methods
2019-09-30 21:23:44 -05:00
Paul Pacheco
5ecd646134
fix: TargetRpc now works accross assemblies ( #1130 )
...
similar to #1128 but for TargetRpc
2019-09-30 21:19:32 -05:00
Paul Pacheco
13dbcb9f35
fix: ClientRpc methods now work accross assemblies ( #1129 )
...
Similar to #1128 but for client rpc
2019-09-30 21:17:30 -05:00
Paul Pacheco
d8a98d8d99
fix: Cmds can be called from child classes in other assemblies
...
fix #1108
2019-09-30 20:51:34 -05:00
vis2k
3831cbddbe
fix: Telepathy fix a bug where calling Disconnect while connecting to a dead end would freeze Unity because .Join would wait forever. Interrupt fixes it.
2019-09-30 19:30:13 +02:00
Chris Langsenkamp
82ebf44ae6
updated xml comments
2019-09-29 20:19:20 -04:00
Chris Langsenkamp
5f034bf3da
Added XML comments
2019-09-29 20:14:32 -04:00
Chris Langsenkamp
8e3f3c75de
Fixed XML comments
2019-09-29 18:08:24 -04:00
Paul Pacheco
32c75fe14c
Describe cleaner way to add customizable character ( #1090 )
...
* Describe cleaner way to add custom characters
* Update doc/articles/Guides/CustomPlayer.md
* Update doc/articles/Guides/CustomPlayer.md
* make example code clearer
* Update doc/articles/Guides/CustomPlayer.md
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update doc/articles/Guides/CustomPlayer.md
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update doc/articles/Guides/CustomPlayer.md
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update doc/articles/Guides/CustomPlayer.md
* Update doc/articles/Guides/CustomPlayer.md
* Apply suggestions from code review
2019-09-29 14:28:18 +02:00
vis2k
4ef6077d65
breaking: allocation free sends ( #1103 )
...
* so far
* websocket alloc free send
* keep old Pack name
* syntax
* LLAPI allocation free sends
* use ServerSend(list) for all
* multiplex send(list) based on https://github.com/vis2k/Mirror/pull/1118/files
* new mirror define
2019-09-29 13:34:15 +02:00
Paul Pacheco
c9f317ddee
feat: Websockets now give client address, fix #1121 ( #1125 )
2019-09-28 18:27:46 -05:00
Paul Pacheco
2cd36c8b58
Fix async warnings
2019-09-28 18:03:21 -05:00
Paul Pacheco
6402ecdf90
Fix xml docs
2019-09-28 17:52:46 -05:00
Paul Pacheco
dbafb2c56a
Get rid of warning
2019-09-28 17:49:27 -05:00
Paul Pacheco
5649cc6977
feat: profiler info is available in production builds
2019-09-28 16:54:22 -05:00
Paul Pacheco
65d81d6fb4
Transports now give the channel when receiving message ( #1124 )
...
* Transports now give the channel when receiving message
* Profile inbound messages channel id
2019-09-28 14:01:45 -05:00
vis2k
680d14338b
xmldocs too
2019-09-28 19:29:17 +02:00
vis2k
bc7e116a6e
feat: Transport can send to multiple connections at once ( #1120 )
...
* so far
* consider local conn
* internal Send(list) to avoid obsolete later
* typo
* empty line
2019-09-28 19:08:58 +02:00
vis2k
3c9459b60c
NetworkConnection.ValidatePacketSize
2019-09-28 17:02:06 +02:00
vis2k
e6a20a5ef0
just Send
2019-09-28 16:13:07 +02:00
vis2k
55698162c9
merge it ( #1119 )
2019-09-28 09:02:19 -05:00
Paul Pacheco
2696ee20f4
Use local connection send method
2019-09-26 19:09:22 -05:00
Paul Pacheco
15098d59ea
Add todo comment
2019-09-26 19:06:18 -05:00
Paul Pacheco
55c9bb625a
fix: pack works if message is boxed
2019-09-26 18:54:11 -05:00
MrGadget
9bce5a84e8
Remove Host Migration cruft ( #1114 )
...
* Remove Host Migration cruft
* Deprecated instead of removed.
2019-09-25 18:49:25 -05:00
MrGadget
85e607088a
Make RemoveClientAuthority easier to use ( #1113 )
...
* Make RemoveClientAuthority easier to use
* Added back the returns...oops
2019-09-25 13:45:18 -05:00
Paul Pacheco
db2e1488c1
fix #1096 move xmldocs to docs
2019-09-24 22:42:02 -05:00
MrGadget
7dfaf05cee
Unity 2018.4.9 changes ( #1111 )
2019-09-24 15:48:41 -05:00
Paul Pacheco
db8310f838
fix: Sync full netAnimator for new clients, fix #980 ( #1110 )
2019-09-24 09:35:24 -05:00
Paul Pacheco
d91b387bb2
fix(weaver): fix #796 , reload assemblies after initial import ( #1106 )
...
* fix: fix #796 , reload assemblies after initial import
* Do not weave assemblies that aren't compiled yet
* Update CompilationFinishedHook.cs
* Update CompilationFinishedHook.cs
* Use SessionState instead of env variable
2019-09-24 08:43:55 +02:00
Chris Langsenkamp
043cf29d0a
Fixed list items in comments
2019-09-23 03:26:41 -04:00
Chris Langsenkamp
97848e56fc
Updated links
2019-09-21 23:43:06 -04:00
vis2k
958fc256be
remove unused import
2019-09-21 22:44:55 +02:00
vis2k
633f7825ed
NetworkAuthenticator: OnStartServer/OnStartClient made virtual because not all authenticators need them.
2019-09-21 22:42:14 +02:00
vis2k
c3917cdf0b
NetworkAuthenticator: OnStartClient moved into client region
2019-09-21 22:41:07 +02:00
vis2k
a498bff511
syntax
2019-09-21 21:29:26 +02:00
vis2k
3a803c1c39
fix typo
2019-09-21 21:26:56 +02:00
MrGadget
99652b24f0
Reorder NetworkManager ( #1105 )
2019-09-21 11:50:55 -05:00
MrGadget
3e92f53a36
Update NetworkRoomPlayer.cs ( #1094 )
...
CmdChangeReadyState needs to be public
2019-09-21 09:25:01 -05:00
Paul Pacheco
a351879f91
perf: avoid boxing if there is no profiler
2019-09-21 08:19:07 -05:00
vis2k
4a13773dbc
remove old comment
2019-09-21 10:47:34 +02:00
Chris Langsenkamp
760b5284b9
Fixed obsoletes and comments
2019-09-20 20:31:41 -04:00
Paul Pacheco
5985e6d641
GetRpcMethod does not need an instance
2019-09-19 23:31:43 -05:00
Paul Pacheco
bc87649be6
Don't report out messages if there are no recipients
2019-09-19 23:27:34 -05:00
Paul Pacheco
e742ffad4b
Messages must be public for profiler
2019-09-19 23:26:50 -05:00
Paul Pacheco
838d4f019f
fix: Fix error scene error message in host mode
...
When using online scene and starting host mode, users were getting:
```
Closing connection: 0. Received message Mirror.SceneMessage that required authentication
```
2019-09-18 18:13:26 -05:00
MrGadget
e88316f336
Rename NetworkConnection.playerController to identity ( #1092 )
...
* change playerController to identity
* improved obsolete
* Obsolete comment
2019-09-18 10:32:26 +02:00
Chris Langsenkamp
9f09c21680
Revert "Remove add component from deprecated components ( #1087 )"
...
This reverts commit 8a99ab16e8
.
2019-09-17 23:23:13 -04:00
Chris Langsenkamp
6e4409b786
Fixed double-spaced bullets in docs
2019-09-17 20:34:26 -04:00
MrGadget
958e2ad612
Redefine SceneMessage ( #1093 )
...
* Redefine SceneMessage
* Add obsolete method
* Removed SceneLoader
2019-09-17 22:59:16 +02:00
Paul Pacheco
7ac43cd56a
feat: Secure messages that require authentication, fixes #720 ( #1089 )
...
* feat: Secure messages that require authentication, fixes #720
* Rename the parameter for clarity
* Update Assets/Mirror/Runtime/MessagePacker.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update Assets/Mirror/Runtime/MessagePacker.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
2019-09-17 22:16:37 +02:00
MrGadget
56bcb02c15
feat: Authentication Framework ( #1057 )
...
* Component-based Authentication
* Capitalized IsAuthenticated
* Added isAuthenticated to NetworkConnection
* Removed activeAuthenticator as unnecessary
* Removed unnecessary using
* Added more comments
* Documentation
* Added cs to code blocks in doc
* fixed typo in doc
* Doc improvements
* Fixed another typo in doc
* Removed HideInInspector
* Updated doc and image
* Fixed comment
* Added inspector header and tooltips
* Fixed typo
* Add AuthenticationData object
* Add a bullet point in the doc about AuthenticationData
* Updated screenshot image
* Added HelpURL attribute
* Added Initializers for both Server and Client
* Fixed doc grammar and phrasing
* Forgot to add the ClientInitialize in StartHost
* Updated doc with info about the initializers
* Changed initializers from bool to void.
* Eliminated the abstract model and renamed to NetworkAuthenticator and made all methods virtual
* Fixed comment
* Fixed typo
* Doc cleanup
* Doc Cleanup
* authenticator RemoveAllListeners in StopServer and StopClient
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Changes requested by Vis
* reverted conflicting change
* Revert "reverted conflicting change"
This reverts commit f65870e073
.
* UnityEditor.Undo.RecordObject
* made the name camelCase
* Added internal methods and On prefix to methods
* Reverted this change so it can be done in a separate PR
* Moved authenticator calls to after runInBackground
* Add built-in timeout feature
* Changed UnityEditor.Undo.RecordObject to use gameobject
* Convert to Abstract, add Basic Authenticator, update docs.
* Removed timeout, against my better judgement.
* Removed the rest of timeout, still against my better judgement
* Fixed event listener mappings
* Renamed and consolidated methods
* updated doc and image
* made OnClientAuthenticate and OnServerAuthenticate abstract
* Updated Debug log msgs
* changed to authenticator != null
* Renamed to NetworkAuthenticator
2019-09-17 10:41:04 +02:00
Paul Pacheco
e67035e971
Add profiler hooks ( #1086 )
...
* Add profiler hooks
* Polish API a bit
Now if we want to add more fields, we can do so without
breaking profilers
* Provide documentation for the profiler data
* Use -1 channel until we implement this feature
* Use C# events instead of UnityEvent
* Simplify message info structure
* Renamed class
* Send -> OnSend
Receive -> OnReceive
* Update Assets/Mirror/Runtime/NetworkConnection.cs
* Update Assets/Mirror/Runtime/NetworkDiagnostics.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update NetworkDiagnostics.cs
2019-09-17 08:45:51 +02:00
MrGadget
8a99ab16e8
Remove add component from deprecated components ( #1087 )
2019-09-16 22:14:02 -05:00
vis2k
229e5e8d6e
remove trailing whitespace
2019-09-15 19:04:33 +02:00
vis2k
524abfc5e8
fix: NetworkManager OnValidate wouldn't properly save the automatically added Transport before because Undo.RecordObject is needed for that now.
2019-09-15 19:04:33 +02:00
Paul Pacheco
5a9e14c79e
Expose methods for profiler ( #1083 )
2019-09-15 09:43:36 -05:00
vis2k
06c3385e7d
fix comment
2019-09-14 13:19:17 +02:00
vis2k
dcafadfdba
fix #1073 sync components with different intervals and add test ( #1077 )
2019-09-12 07:56:59 -05:00
vis2k
245dcfd1d9
forgot internal
2019-09-12 14:23:11 +02:00
MrGadget
d5e6bbc552
Clear Handlers on NetworkClient.Shutdown ( #1069 )
...
* Clear handlers on Shutdown
* Update NetworkClient.cs
* Update NetworkClient.cs
2019-09-12 13:35:08 +02:00
vis2k
414fa9cfb9
forgot to make internal for test
2019-09-12 11:52:24 +02:00
vis2k
811f3f63c3
Add test for ClearAllComponents and syncInterval
2019-09-12 11:49:43 +02:00
vis2k
aae0a72143
add comment
2019-09-12 11:40:11 +02:00
vis2k
4eedae1d91
rename to ClearAllComponentsDirtyBits
2019-09-12 11:36:49 +02:00
vis2k
ce5484742b
remove trailing whitespace
2019-09-12 11:21:12 +02:00
vis2k
f65f9e47db
add comment
2019-09-12 11:21:04 +02:00
vis2k
81bb208d1d
rename NetworkIdentity.ClearDirtyBits to ClearAllDirtyBits because that's what it does. It doesn't just clear some, it always clear all no matter what.
2019-09-12 11:20:27 +02:00
vis2k
584cda0508
consistent indentation with comment below
2019-09-12 10:45:27 +02:00
MrGadget
1b37a2160e
Room Game Player Camera Restore ( #1075 )
...
Restore camera when Game Player is destroyed
2019-09-12 10:15:01 +02:00
MrGadget
5b9752558e
Put all RoomPlayer's in DDOL ( #1074 )
...
* Put all RoomPlayer's in DDOL
* Simplify by using pattern matching
2019-09-12 10:14:44 +02:00
MrGadget
0bd898dc32
doc: Add XML comments to Custom Attributes ( #1071 )
...
* Add XML comments to Custom Attributes
* We don't throw errors, just display them
2019-09-11 23:23:33 -05:00
MrGadget
650f9caa50
Remove privates ( #1072 )
2019-09-11 23:07:44 -05:00
MrGadget
4ac4c06135
Don't reload offline scene ( #1066 )
...
* Don't reload offline scene
Check if we're already in the offline scene before calling ClientChangeScene to the offline scene.
* Update NetworkManager.cs
2019-09-11 10:07:35 +02:00
MrGadget
0e95016e95
Lobby to Room ( #1065 )
...
* Change Lobby to Room with Obsoletes
* Changed folder from Lobby to Room
* Updated docs
* reverted leftover debu.log line
* Fixed OfflineGUI
* Changed the obsolete classes to inherit from the new ones.
* Fixed SyncVar hook
2019-09-11 10:06:25 +02:00
MrGadget
b3030aff85
Add check for sceneMode ( #1054 )
...
* Add check for sceneMode
* Added comment
2019-09-10 17:36:02 +02:00
vis2k
913d503fda
Revert "Inserted blank lines where appropriate"
...
This reverts commit af84a1730b
.
2019-09-05 19:45:25 +02:00
MrGadget
c84c3892bc
Reset Start Position Index ( #1058 )
2019-09-05 10:45:23 -05:00
MrGadget
da8b2f1d59
Updated xml comments
2019-09-05 09:55:08 -04:00
MrGadget
af84a1730b
Inserted blank lines where appropriate
2019-09-05 09:52:49 -04:00
Paul Pacheco
87385628f0
fix: code generation works with il2cpp again ( #1056 )
2019-09-04 10:26:06 -05:00
Paul Pacheco
c00bb2d81d
No need to read symbols ( #1055 )
...
Should speed up build slightly.
If user has old symbols we don't care, so don't give an error.
2019-09-04 10:25:53 -05:00
MrGadget
ddd51e577e
Don't call Ready if we're ready already ( #1049 )
...
* Fix typo
* Check ClientScene.ready
2019-09-04 10:29:48 +02:00
Paul Pacheco
5aac362f07
Remove unused usings
2019-09-03 20:39:30 -05:00
Paul Pacheco
463bdfa2fa
Remove unnecesary usings
2019-09-03 20:37:11 -05:00
Paul Pacheco
4ef680a474
fix: suppress warning on standalone build #1053
2019-09-03 18:09:30 -05:00
Paul Pacheco
13ca6b6542
Remove unnecesary using
2019-09-03 18:01:17 -05:00
Paul Pacheco
34e1f45615
Remove redundant tostring
2019-09-03 18:00:45 -05:00
Paul Pacheco
e939b9734d
Remove redundant castings
2019-09-03 18:00:18 -05:00
Paul Pacheco
00eb23aa01
fix: error with missing assemblies ( #1052 )
...
* fix: error with missing assemblies
During first import, the weaver will be called before all assemblies
are built. No need to look for custom readers and writers if the assemblies
are not built.
fixes #1051
* forgot using
2019-09-02 23:46:27 -05:00
Paul Pacheco
74faf2a95b
fix: missed ushort reader/writer
2019-09-02 12:17:56 -05:00
MrGadget
68ce6327bc
Updated Pong 2 ( #982 )
...
* Turned off Simulated & Set Transform Interval to zero
* Set sync interval to zero
* Removed ballPrefab field
* Cached RigidBody & simplified FixedUpdate
* Cached RigidBody and Moved Start code to OnStartServer
* Scene file updated
* Updated Scene file again
* Moved comments and fixed typos
* Eliminated GetComponent in code
* Assigned Rigidbody2d in inspector of prefabs
2019-09-02 19:06:04 +02:00
Paul Pacheco
b45afad641
feat: custom reader/writer via extension methods ( #1047 )
...
* Remove hardcoded writers from weaver
* Remove hardcoded readers from weaver
* Remove unused stuff
* cleanups
* Cleanup some comments
* remove unused import
* Update Assets/Mirror/Editor/Weaver/Processors/ReaderWriterProcessor.cs
* Improve comments a bit
* small cleanups
* Remove redundant private keyword
* Remove unnecesary blank space
* Remove unused field
* Measure how long it takes to find the readers and writers
* Find all extension methods for readers and writers
* Get rid of debugging log
* Don't comment obvious stuff
* Don't swallow exception
* only scan static classes for extension methods
* Add unit test for custom readers and writers
* Update Assets/Mirror/Editor/Weaver/Weaver.cs
* Update Assets/Mirror/Runtime/NetworkWriterExt.cs
* Update ReaderWriterProcessor.cs
* Renamed to avoid abreviations
* Move the extensions inside the same .cs
* Update NetworkReader.cs
* Update NetworkWriter.cs
2019-09-02 18:57:45 +02:00
Paul Pacheco
e0b66db335
Link to non obsolete methods in xmldocs
2019-08-31 16:12:25 -05:00
Paul Pacheco
a61635424f
Remove unncesary casting
2019-08-31 14:48:59 -05:00
Paul Pacheco
4638342168
Remove unnecesary casting
2019-08-31 14:47:19 -05:00
Paul Pacheco
32b72c959d
use compound assignment
2019-08-31 14:46:12 -05:00
Paul Pacheco
42b635346a
linting
2019-08-31 14:44:53 -05:00
Chris Langsenkamp
438dbfdf03
Fixed typo
2019-08-31 13:12:30 -04:00
Paul Pacheco
ae7fd90f1f
use array segment for reading string
2019-08-30 23:16:30 -05:00
Paul Pacheco
7f8840c9b6
refactor to use arraysegment
2019-08-30 23:12:51 -05:00
Paul Pacheco
702b183034
Removed more unused variables
2019-08-30 21:49:26 -05:00
Paul Pacheco
bd44d35bae
Use dfault uint64 writer
2019-08-30 21:46:12 -05:00
Paul Pacheco
cab08b1b5a
Use default int32 writer
2019-08-30 21:42:53 -05:00
Paul Pacheco
3181b4a5d4
Use default uint64 reader
2019-08-30 21:39:50 -05:00
Paul Pacheco
e389f62c2d
Use default reader for uint32
2019-08-30 21:37:19 -05:00
Paul Pacheco
609480208c
use default int32 reader
2019-08-30 21:35:00 -05:00
Paul Pacheco
a5d4f46980
test: fix invalid unit test
2019-08-30 17:56:42 -05:00
Chris Langsenkamp
4a78288c92
Updated Comments
2019-08-30 13:48:32 -04:00
vis2k
c6d86b301b
feat: component based SyncToOwner, fixes #39 ( #1023 )
...
* adjust comments
* NetworkBehaviour.syncMode
* show in Editor
* feat: component based SyncToOwner, fixes #39
* rename to Observers
* rename writers and comments too
* SendToReady old signature version
* shorter syntax
* fix segment write length
* fix NullReferenceException for local player
* update comment
* support runtime syncMode changes
* add a test
* remove comments
* UL suffix to avoid cast
* UL suffix
* remove empty line
* OnSerializeAllSafely returns how many components were written. MirrorUpdate only sends to owner/observer if anything written.
* fix tests
2019-08-26 15:21:59 +02:00
Chris Langsenkamp
9e1cb624ac
Replace <T> with {T} for XML Docs Parser
2019-08-25 22:23:55 -04:00
Chris Langsenkamp
080bcb0a31
Updated HelpURL links
2019-08-25 22:10:00 -04:00
Paul Pacheco
614f4bc875
Fix xmldoc in NetworkTime
2019-08-25 08:30:44 -05:00
Paul Pacheco
4730b137cf
Fix issue doc.csproj conflicting with other assemblies
2019-08-24 15:04:40 -05:00
Paul Pacheco
e1561bda02
Add mea for doc project
2019-08-24 12:36:25 -05:00
Paul Pacheco
35fee94d56
docs: switch to docfx for documentation ( #1026 )
...
* Moved doc files to docfx folder
* load csproj
* doc generation
* Run docfx
* Add docfx
* Deploy docs to mirror-networking.com
* use deploy phase
* deploy whole generated site
* Fixed the semantic release command
* Is last \ required?
* show debug log
* using lftp for site deploy
* Testing lftp
* Show current folder
* try -e command option
* Show me the files
* use plain ftp
* use choco install instead of cinst
* fix ssl certificate validation
* fix username
* Upload site to xmldocs folder
* no need to archive docs
* No need for debug output
* Fix file permissions
* show me .htaccess
* Show me contents
* Wipe out folder to fix permissions
* Set file permissions
* Fix file permissions
* complete toc list
* Migrated intro page
* Remove old docs
* Update link to docs
* Add link to github
* Only update docs for stuff in master
* This is a powershell command
* Update doc/articles/Concepts/Communications/RemoteActions.md
* Update doc/articles/Concepts/VisibilityCustom.md
* Update doc/articles/Concepts/Authority.md
* Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md
* Update doc/articles/Concepts/Authority.md
* Update doc/articles/Classes/SyncVars.md
* No need to run semver twice
2019-08-24 10:20:33 -05:00
Paul Pacheco
9e283b1f9b
refactor: syntax fixes
2019-08-18 16:30:53 -05:00
Paul Pacheco
1070fee325
refactor: Unused parameter
2019-08-18 16:23:10 -05:00
Paul Pacheco
0bf6453aff
refactor: fix warnings
2019-08-18 16:22:40 -05:00
Paul Pacheco
216c0cb65c
docs: Document the network time class
2019-08-18 16:20:17 -05:00
Paul Pacheco
4bc4ec86ea
docs: proper reference to non obsolete method
2019-08-18 16:05:49 -05:00
Paul Pacheco
12f338e142
docs: proper reference to non obsolete method
2019-08-18 16:05:03 -05:00
Paul Pacheco
325d30f42a
docs: proper reference to non obsolete method
2019-08-18 16:04:30 -05:00
Paul Pacheco
d441c2faf9
refactor: unused parameters
2019-08-18 15:54:05 -05:00
Paul Pacheco
f78510a6a9
refactor: unused parameters
2019-08-18 15:53:05 -05:00
Paul Pacheco
5e2914be3c
refactor: unused parameter
2019-08-18 15:52:10 -05:00
Paul Pacheco
2bae240534
doc: fix parameter name
2019-08-18 15:50:26 -05:00
Paul Pacheco
d08dd0328e
refactor: handlers dictionaries should be readonly
2019-08-18 15:49:46 -05:00
Paul Pacheco
9e3ecc1ced
perf: remove network transform allocation
2019-08-17 13:22:11 -05:00
vis2k
812c6434e2
remove empty line
2019-08-12 20:58:49 +02:00
vis2k
48785b594c
remove empty line
2019-08-12 20:02:10 +02:00
Paul Pacheco
62d1887e62
feat: #869 support structs in other assemblies ( #1022 )
2019-08-12 19:25:23 +02:00
Paul Pacheco
bbe4ac8c19
Use explicit type
2019-08-11 12:56:39 -07:00
Paul Pacheco
63e958e8a8
sceneids should be readonly
2019-08-11 12:56:09 -07:00
Paul Pacheco
f79c05c109
Remove redundant field initializer
2019-08-11 12:55:40 -07:00
Paul Pacheco
ab44290ca8
refactor: remove redundant else
2019-08-11 12:54:39 -07:00
Paul Pacheco
9ef34701d9
refactor: cmdDelegate dictionary should be readonly
2019-08-11 12:53:32 -07:00
Paul Pacheco
1869c15173
doc: fix see tag
2019-08-11 12:52:32 -07:00
Paul Pacheco
75b4a276f8
Remove pending owner thing ( #1018 )
2019-08-11 20:28:39 +02:00
MrGadget
cd88c69df9
Update NetworkManager.cs
...
Added missing XML comment
2019-08-11 13:18:16 -04:00
Paul Pacheco
38ffce2c63
refactor: GetDirtyMask is more testable
2019-08-11 07:33:21 -07:00
Paul Pacheco
b6c0b86f3d
refactor: simplify dirty bit cleaning
2019-08-11 06:47:02 -07:00
MrGadget
5c1440b2f0
Added virtual OnServerChangeScene just like OnClientChangeScene so devs can override to do prep before the change. ( #1020 )
2019-08-10 15:49:03 -07:00
Paul Pacheco
236afa3c7e
test: add test for syncvar synchronization ( #1019 )
...
* test: add test for syncvar synchronization
* made methods internal and expose internal to the tests
2019-08-10 15:32:27 -07:00
Paul Pacheco
f27fd0bdc5
fix: hooks in host mode can call each other ( #1017 )
2019-08-10 15:08:20 -07:00
Paul Pacheco
6dd135088b
fix: Rebuild observers when we switch scenes, fixes #978 ( #1016 )
2019-08-10 15:08:00 -07:00
Paul Pacheco
8c6789db0c
doc: document the transport class ( #1014 )
...
* doc: document the transport class
* Update Assets/Mirror/Runtime/Transport/Transport.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Runtime/Transport/Transport.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Runtime/Transport/Transport.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Runtime/Transport/Transport.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Runtime/Transport/Transport.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Apply suggestions from code review
Co-Authored-By: MrGadget <chris@clevertech.net>
* Break summary into paragraphs
* Update Assets/Mirror/Runtime/Transport/Transport.cs
2019-08-10 06:38:00 -07:00
MrGadget
0283243f95
Internalize OnServerAddPlayer Safety Checks ( #1002 )
...
* Move safety checks to internal method
* Added autoCreatePlayer to the safety checks
2019-08-10 10:39:20 +02:00
Danil Gabaidullin
80e9d25e53
Animator multiple layers support. ( #983 )
...
* NetworkAnimator update. Support multiple layers.
Just added layerId to sync multiple animator layers.
1 layer = 1x performance.
2 layers = ~0.5x performance.
etc.
Also you can change int to byte to save traffic a bit :)
* Animator updated. WriteParameters(...) args fix.
* fixed variable name
* Updated writer names
2019-08-08 10:45:40 +02:00
MrGadget
2fabc59f6a
Update Readme.txt
2019-08-07 19:07:13 -04:00
MrGadget
bb45b72953
Don't increment counter in constructor ( #1012 )
2019-08-07 16:42:27 +02:00
MrGadget
2dc8c1ee8c
Remove redundant code ( #1011 )
2019-08-07 06:43:35 -07:00
Matej Zajo Kralik
de61494c9e
Synchronize scale with NetworkTransformBase ( #1007 )
...
* Synchronize scale with NetworkTransformBase
Previously only position and rotation were synchronized,
with this commit scale is synchronized similarly to position.
* Update NetworkTransformBase.cs
2019-08-05 15:23:06 +02:00
MrGadget
178d1336f6
Use isHeadless ( #1005 )
2019-08-05 11:07:42 +02:00
MrGadget
effb56fbea
Additive Example Camera Fix ( #1004 )
...
* Restore Main Camera OnDisable
* Need isLocalPlayer Check
2019-08-04 19:35:48 +02:00
MrGadget
602c4f8f1a
Simplify ClientChangeScene ( #1003 )
2019-08-04 19:35:02 +02:00
MrGadget
b9951f9ca7
Fix unused ex warnings in websockets ( #1001 )
2019-08-04 19:29:25 +02:00
MrGadget
2d25c4b06f
Merge pull request #995 from MrGadget1024/XMLComments
...
XML Summary Comments
2019-08-03 09:45:56 -04:00
Chris Langsenkamp
147341ec26
NetworkManager
2019-08-01 02:25:47 -04:00
Chris Langsenkamp
2ad0b5dd41
NetworkConnection
2019-08-01 02:18:59 -04:00
Chris Langsenkamp
4062f48561
NetworkBehaviour
2019-08-01 02:12:48 -04:00
Chris Langsenkamp
7ab23f3529
NetworkAnimator
2019-08-01 02:09:39 -04:00
Chris Langsenkamp
c23b0b89c4
NetworkIdentity
2019-08-01 02:08:11 -04:00
Chris Langsenkamp
30afb60eca
NetworkIdentity
2019-08-01 01:14:35 -04:00
Chris Langsenkamp
c2195707c7
NetworkLobbyManager
2019-08-01 01:13:38 -04:00
Chris Langsenkamp
133b15eedb
NetworkServer
2019-08-01 01:12:43 -04:00
Chris Langsenkamp
6508f595b1
Merge branch 'XMLComments' of https://github.com/MrGadget1024/Mirror into XMLComments
2019-08-01 01:08:45 -04:00
Chris Langsenkamp
1298148873
NetworkProximityChecker
2019-08-01 00:27:55 -04:00
Zac North
7ed4a9a1e0
feat(websocket): Re-enable native SSL ( #965 )
...
* fix(websocket): Internal implementation fixes re-enabling SSL while retaining performance
* Catch normal exceptions if they occur
* Catch another WebSocket exception
* Make sure the stream still exists before we try to write to it
* fix(websocket): Only use the new sending technique if the stream is an SslStream
* fix(websocket): Use a better path generation strategy so a leading slash is not required
2019-07-31 23:01:43 +02:00
Balázs Faludi
2ca2c488ac
fix: SceneId was not set to 0 for prefab variants ( #976 ) ( #977 )
...
* fix: SceneId was not set to 0 for prefab variants (#976 )
* Update NetworkIdentity.cs
2019-07-31 10:28:34 +02:00
Paul Pacheco
246a551151
perf: AddPlayerMessage is now a value type
2019-07-30 18:01:55 -05:00
Paul Pacheco
b5b2f3e1eb
perf: rpc messages are now value types ( #997 )
2019-07-30 14:33:44 +02:00
Paul Pacheco
f9ff44399b
feat: support writing and reading array segments ( #918 )
...
* Unit tests for writing array segments
* Add tests back for ArraySegment<int>
* Work in progress trying to generate writer
* Avoid boxing
* Weaver can now generate readers and writers for ArraySegment<T>
* Added by accident
* Clarify the loop
* Explain method specializer
* Remove unused method
* Explain loop in reader
2019-07-30 10:21:43 +02:00
MrGadget
051a9e2a39
Update Assets/Mirror/Components/NetworkProximityChecker.cs
...
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:28:26 -04:00
MrGadget
f808558f32
Update Assets/Mirror/Runtime/NetworkIdentity.cs
...
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:48 -04:00
MrGadget
2549217a94
Update Assets/Mirror/Runtime/NetworkIdentity.cs
...
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:38 -04:00
MrGadget
6790d9056d
Update Assets/Mirror/Components/NetworkProximityChecker.cs
...
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:27 -04:00
MrGadget
4fde22c436
Update Assets/Mirror/Components/NetworkProximityChecker.cs
...
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:17 -04:00
MrGadget
f8eacd8607
Update Assets/Mirror/Components/NetworkLobbyPlayer.cs
...
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:02 -04:00
MrGadget
0df129f4c4
Replace Basic Example Again ( #996 )
2019-07-29 18:21:57 -05:00
Paul Pacheco
2d3151a5da
Folder is gone
2019-07-29 17:54:38 -05:00
Paul Pacheco
40c7d97ed9
perf: SpawnSceneObjectMessage is now a value type
2019-07-29 17:53:05 -05:00
Paul Pacheco
a44efd1f92
perf: SpawnPrefabMessage is now a value type
2019-07-29 17:52:06 -05:00
Chris Langsenkamp
9ffc6f2e44
NetworkLobbyPlayer
2019-07-29 18:20:51 -04:00
Chris Langsenkamp
96f4e2cc28
NetworkLobbyManager
2019-07-29 18:15:20 -04:00
MrGadget
2ba6847276
Correct scene for Basic Example ( #994 )
2019-07-30 00:05:46 +02:00
Chris Langsenkamp
8128adfca8
ClientScene
2019-07-29 17:39:24 -04:00
Chris Langsenkamp
ecdbf9a6b9
NetworkServer
2019-07-29 17:15:35 -04:00
Chris Langsenkamp
ed90b7dc3d
NetworkTransformChild
2019-07-29 17:15:03 -04:00
Chris Langsenkamp
44863fdab3
NetworkServer
2019-07-29 17:12:46 -04:00
Chris Langsenkamp
9666f361cf
NetworkStartPosition
2019-07-29 16:26:19 -04:00
Chris Langsenkamp
55decc95f7
NetworkProximityChecker
2019-07-29 16:22:22 -04:00
Chris Langsenkamp
b790ec38e8
NetworkManagerHUD
2019-07-29 16:13:12 -04:00
Chris Langsenkamp
d2b007e481
NetworkManager
2019-07-29 13:04:42 -04:00
Chris Langsenkamp
f6a441438e
NetworkClient
2019-07-29 12:55:38 -04:00
Chris Langsenkamp
99682a43bc
NetworkBehaviour
2019-07-29 12:52:03 -04:00
Chris Langsenkamp
e76a41011d
NetworkConnection
2019-07-29 12:49:21 -04:00
Chris Langsenkamp
5d860786ae
NetworkManager
2019-07-29 12:12:01 -04:00
Chris Langsenkamp
872da7ed34
NetworkManager
2019-07-29 11:54:00 -04:00
Chris Langsenkamp
976dadc1a6
NetworkManager
2019-07-29 11:53:17 -04:00
Paul Pacheco
407b36acb7
perf: SceneMessage is now a value type ( #989 )
2019-07-29 15:52:46 +02:00
Paul Pacheco
f99e71ebdf
perf: update vars is now a value type ( #990 )
2019-07-29 15:52:35 +02:00
Paul Pacheco
a32c5a9456
perf: objdestroy message is now a value type ( #993 )
2019-07-29 15:52:19 +02:00
Paul Pacheco
a49d938fbe
perf: ObjHideMessage is now a value type ( #992 )
2019-07-29 15:52:08 +02:00
Paul Pacheco
d071438d01
perf: ClientAuthorityMessage is now a value type ( #991 )
2019-07-29 15:51:43 +02:00
Paul Pacheco
145edaa50b
perf: empty messages are value types now
2019-07-29 08:18:17 -05:00
Paul Pacheco
35b9919d91
Revert "New Basic Example ( #985 )"
...
This reverts commit 66f7693855
.
2019-07-29 08:07:06 -05:00
Paul Pacheco
81d915eb73
perf: use value types for empty messages ( #988 )
2019-07-29 15:04:56 +02:00
Paul Pacheco
12437ba9c2
fix: don't use obsolete method
2019-07-29 08:00:03 -05:00
Paul Pacheco
633fb19f8d
perf: messages should be value types ( #987 )
2019-07-29 14:50:18 +02:00
Paul Pacheco
7c7c910a5e
perf: avoid allocation with message structs ( #939 )
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* avoid allocation with message structs
* Use ternary operator instead of if
* Explain witchcraft
2019-07-29 14:50:09 +02:00
Paul Pacheco
b4077c1112
feat: safer and consistent writers names ( #979 )
...
* WriteUInt16
* WriteUInt16 weaver
* WriteUInt32
* WriteUInt64
* WriteByte
* WriteSbyte
* WriteChar
* WriteBoolean
* WriteInt16
* WriteInt32
* WriteInt64
* WriteDouble
* WriteDecimal
* WriteString
* WriteBytes
* WriteVector2
* WriteVector3
* WriteVector4
* WriteVector2Int
* WriteVector3Int
* WriteColor
* WriteColor32
* WriteQuaternion
* WritePlane
* WriteRay
* WriteMatrix4x4
* WriteGuid
* WriteNetworkIdentity
* WriteTransform
* WriteGameObject
* Keep consistent line breaks
* add new define so asset maintainers can tell if the new methods are available
2019-07-29 14:44:08 +02:00
vis2k
abf06df25d
fix: Telepathy updated to latest version. connectionId counter is properly reset after stopping server.
2019-07-29 14:36:18 +02:00
Chris Langsenkamp
be70684cf6
NetworkManager
2019-07-29 06:23:18 -04:00
Chris Langsenkamp
1b8d436b0a
NetworkAnimator
2019-07-29 04:34:53 -04:00
Chris Langsenkamp
678eb5a715
NetworkConnection
2019-07-29 04:30:14 -04:00
Chris Langsenkamp
f4ab3e853c
NetworkIdentity
2019-07-29 04:24:22 -04:00
Chris Langsenkamp
01d144bc62
NetworkConnection
2019-07-29 03:56:42 -04:00
Chris Langsenkamp
42f27dbc95
NetworkAnimator
2019-07-29 03:28:54 -04:00
Chris Langsenkamp
b196ea7367
NetworkBehaviour
2019-07-29 03:26:09 -04:00
Chris Langsenkamp
091c79b429
NetworkBehaviour
2019-07-29 03:21:30 -04:00
Chris Langsenkamp
572aaf4eba
NetworkClient
2019-07-29 03:01:54 -04:00
Chris Langsenkamp
40c8e4ba59
NetworkBehaviour
2019-07-29 02:39:47 -04:00
Chris Langsenkamp
88bd33a478
NetworkAnimator
2019-07-29 02:17:34 -04:00
MrGadget
66f7693855
New Basic Example ( #985 )
2019-07-28 18:13:38 -05:00
Paul Pacheco
eb4c00f8e4
Use array initializer
2019-07-24 20:09:10 -05:00
Paul Pacheco
60dcd2acdc
Syntax
2019-07-24 18:37:39 -05:00
MrGadget
45b711804b
fix: Don't increment counter in Awake ( #971 )
...
Doing it in Awake and also before assigning to clients skips connection ID 1.
2019-07-21 00:13:01 +02:00
MrGadget
7fecfe3065
ForceReload is always true, and the only use of it requred it to be false, so it's no longer needed. ( #970 )
2019-07-20 09:22:56 +02:00
MrGadget
3fb0337f8c
Lobby example update ( #969 )
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* Updated Lobby Example
* Renamed cube to visor
* Missing files from PR 957
* Code Cleanup
2019-07-19 23:40:25 -05:00
MrGadget
43d4c7ecd7
Additive example update ( #968 )
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* Updated Additive Example
* Renamed cube to visor
* Code Cleanup
2019-07-19 23:39:50 -05:00
Paul Pacheco
64a046803a
fix: do not accumulate changes if there are no observers fixes #963 ( #964 )
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* fix: do not accumulate changes if there are no observers #963
* Update NetworkIdentity.cs
2019-07-17 14:59:46 +02:00
vis2k
310556c430
TelepathyTransport.ServerGetClientAddress: catch IL2CPP bug to at least continue to run
2019-07-17 12:32:03 +02:00
vis2k
22931fcd84
fix: Telepathy forgot to set socket options for accepted clients on the server
2019-07-14 11:13:51 +02:00
MrGadget
b0b57a23cc
Lobby example update ( #960 )
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* Updated Lobby Example
* Renamed cube to visor
* Missing files from PR 957
2019-07-12 09:04:30 +02:00
MrGadget
7f966c9afb
Updated Additive Example ( #956 )
...
* Updated Additive Example
* Renamed cube to visor
2019-07-11 14:54:38 +02:00
MrGadget
7490094904
Updated Lobby Example ( #957 )
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* Updated Lobby Example
* Renamed cube to visor
2019-07-11 14:54:25 +02:00
Paul Pacheco
47ecdb58c3
Use NetworkWriterPool in Message packing ( #958 )
2019-07-11 07:23:16 -05:00
Paul Pacheco
454c6ade47
Don't swallow stack trace
2019-07-03 07:38:46 -05:00
Paul Pacheco
97432169ea
perf: Recycle argument writer to avoid allocations ( #945 )
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* Recycle argument writer
* Get a pooled networkwriter for argumens
* Use pool, not static variable
* Use explicit type
* Remove blank space
* Recycle writer in the weaver where it is allocated
2019-07-02 18:39:18 +02:00
Paul Pacheco
d2381ce892
perf: remove allocations during syncvar sync ( #946 )
2019-07-01 23:12:02 +02:00
Florimondable
3ee87fe7de
Initialize Unity event objects in Transport. ( #940 )
2019-07-01 09:54:47 +02:00
vis2k
d6389e68be
fix: properly stop client and server in OnApplicationQuit so that clients still get a chance to send then 'quit' packet instead of just timing out. Also fixes a bug where OnStopServer/OnStopClient were not called when stopping the Editor. ( #936 )
2019-06-28 19:22:40 +02:00
MichalPetryka
7181cd9ca1
perf: use 0 for null strings ( #926 )
...
* Use 0 for null strings
* Fix test
* No need for special case for ""
* No need for special case for ""
* Update Assets/Mirror/Runtime/NetworkReader.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-06-27 08:01:57 -05:00
vis2k
6bc65d500a
Telepathy.dll dummy file to overwrite old Telepathy.dll for people that update via Asset Store
2019-06-25 18:39:09 +02:00
MichalPetryka
21ca49d1be
perf: Use 0 for null byte arrays ( #925 )
...
* Use 0 for null byte arrays
* Update Assets/Mirror/Runtime/NetworkWriter.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
* Update comments
* Update Assets/Mirror/Runtime/NetworkReader.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
* Update Assets/Mirror/Runtime/NetworkReader.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-06-25 13:53:43 +02:00
vis2k
5f05e2fd02
Don't always log scene index hash message on start anymore. SceneIds work fine now.
2019-06-25 11:03:24 +02:00
vis2k
8a190bfd17
fix: TelepathyTransport.ToString UWP exception
2019-06-25 10:34:26 +02:00
vis2k
c4a18cd8a4
Telepathy source drop-in for easier debugging
2019-06-24 17:49:01 +02:00
vis2k
315508dec0
NetworkWriterPool meta file
2019-06-24 17:47:52 +02:00
Paul Pacheco
f5e93180a1
feat: network writer pool to avoid expensive allocations ( #928 )
2019-06-24 14:49:42 +02:00
Paul Pacheco
ced36906bc
perf: return the contents of the writer as an array segment ( #916 )
...
* Return the contents of the writer as an array segment
* Use a safer ToArraySegment method and add some comments
* refactor: for readability and debuggability
* Test that ToArraySegment works
* Updated with master
* Update NetworkWriter.cs
2019-06-23 21:19:48 +02:00
Paul Pacheco
7b3e82a1fc
perf: remove BinaryWriter, it allocates like crazy ( #929 )
...
* perf: remove BinaryWriter, it allocates like crazy
* useless comment
* Update NetworkWriter.cs
2019-06-23 20:43:39 +02:00
Paul Pacheco
b2ba5896fa
perf: remove syncvar boxing ( #927 )
2019-06-23 10:02:30 -05:00
MichalPetryka
9e911b9d5e
Add byte array test ( #922 )
2019-06-21 22:58:36 +02:00
vis2k
488446ae04
fix: Telepathy already supports IPv6, but can no also connect to IPv4-only servers again (e.g. Mirror Booster)
2019-06-21 12:15:52 +02:00
Paul Pacheco
87b6ddf0e9
Use local variable instead of static variable
2019-06-20 18:03:08 -05:00
MichalPetryka
981ba7c2b3
fix: ArraySegment<byte> work in Messages ( #919 )
...
Add ArraySegment<byte> tests and make them pass
2019-06-20 13:11:06 -05:00
Paul Pacheco
81fb419840
Syntax simplification
2019-06-20 08:33:39 -05:00
Paul Pacheco
493f9c20c6
Remove unnecesary using
2019-06-20 08:30:57 -05:00
Paul Pacheco
4ebebabf9c
Remove unnecesary using
2019-06-20 08:30:37 -05:00
Paul Pacheco
ee5a3e946e
remove unused field
2019-06-20 08:28:15 -05:00
Paul Pacheco
1a26c78059
Removed unused fields
2019-06-20 08:25:42 -05:00
Paul Pacheco
072a049bfa
Add unit tests for array writer
2019-06-20 07:36:04 -05:00
Paul Pacheco
31b104d194
Order modifiers
2019-06-19 08:17:13 -05:00
Paul Pacheco
c8e18a1086
Made field readonly
2019-06-19 08:16:47 -05:00
Paul Pacheco
a2fc1f810b
Removed unused parameter
2019-06-19 08:16:26 -05:00
Paul Pacheco
68bebf9d6b
string comparison is culture independent
2019-06-19 08:14:13 -05:00
Paul Pacheco
c2aa934046
Class should be static
2019-06-19 08:11:20 -05:00
Paul Pacheco
4608b6f9a2
Remove unused parameters
2019-06-19 08:08:07 -05:00
Paul Pacheco
2b108f3f12
Remove unused parameters
2019-06-19 08:05:18 -05:00
vis2k
11750a9e7a
perf: Avoid allocation when reading message payload ( #912 )
...
* so far
* syntax
* add test
* more tests
* more tests
* convert messages
* use arraysegment in serialization and handle null case too
2019-06-19 14:11:17 +02:00
Paul Pacheco
dd758cac05
fix: don't convert null arrays to empty array ( #913 )
...
* fix: don't convert null arrays to empty array
* Add comments with generated code
* Document array reader
* Improve comments a little bit
2019-06-19 12:03:06 +02:00
vis2k
5ae379d6bb
Make ReadBytesAndSize more readable
2019-06-18 19:17:32 +02:00
vis2k
ac5d52062c
Rename new Write/Read segment functions to avoid redundant names with Write/ReadSegment that only writes the segment without the size
2019-06-18 19:12:43 +02:00
vis2k
18f035d268
perf: Networkreader nonalloc ( #910 )
...
* so far
* write and read strings
* move max to writer
* better
* readchar
* ReadDecimal
* improve ReadDecimal
* remove unused
* BENCHMARK
* add char test
* Update Assets/Mirror/Runtime/NetworkReader.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
* remove unnecessary return
* simplify char
* reuse ReadByte
* arraysegment support
* fix test
* EndOfStreamException like before
* disable test
* remove test
* add benchmark
* reset scene changes
* read/write decimals without allocating
* remove unused test
* remove FloatConversion class. Use converters directly.
* less magic
* 2 longs instead of 4 ints
* sort
* fix comment
* update error
* update errors
* update error
* syntax
* syntax
* write checks size after getbytes
* syntax
* syntax
* ReadBytes array.copy directly
* adjust error message
* check passed buffer
* better
* better
* ReadString directly from buffer without using a separate stringBuffer
* fix typo
* fix comment
2019-06-18 17:00:27 +02:00
vis2k
535b4d40fa
fix: Telepathy updated to latest version (IPv6 fix again)
2019-06-17 17:02:28 +02:00
Paul Pacheco
ff1a2346b4
perf: Optimize interest management ( #899 )
...
* perf: Optimize interest management
* Update NetworkIdentity.cs
* Update NetworkIdentity.cs
* Use explicit type
* Cache this set
* Update NetworkIdentity.cs
2019-06-17 16:16:36 +02:00
vis2k
2761ff23f4
fix: Telepathy updated to latest version: Correctly support IPv4 and IPv6 sockets
2019-06-17 10:42:56 +02:00
Paul Pacheco
70a532b5db
perf: eliminate string concat during remote method calls ( #908 )
...
* perf: eliminate string concat during remote method calls
* perf: params causes an array allocation
* refactor: simpler method hash calculation
* Update NetworkBehaviour.cs
2019-06-17 10:00:51 +02:00
Paul Pacheco
1c18743788
perf: eliminate small allocation on remote calls ( #907 )
...
* perf: eliminate small allocation on remote calls
* Update NetworkBehaviour.cs
2019-06-17 09:57:56 +02:00
Paul Pacheco
8f6d4cb22e
perf: eliminate boxing with lists ( #901 )
2019-06-17 09:54:43 +02:00
vis2k
cc6e4f696d
fix: Updated Telepathy to latest version to fix IPAddress.Parse error for "localhost"
2019-06-16 11:08:28 +02:00
MichalPetryka
3eaaa773b3
feat: Implement IReadOnlyList<T> in SyncLists ( #903 )
2019-06-14 08:41:14 -05:00
Paul Pacheco
9d81d49add
refactor: determine element type inside GenerateArrayWriter and Reader ( #902 )
2019-06-14 07:56:27 -05:00
MichalPetryka
e5eecbff72
feat: support sending and receiving ArraySegment<byte> ( #898 )
...
Add ArraySegment<byte> support to the weaver
2019-06-13 09:03:54 -05:00
Paul Pacheco
954a3d594d
feat: user friendly weaver error ( #896 )
2019-06-09 09:02:23 +02:00
vis2k
f39cdede98
Telepathy updated to latest version (IPv6 support)
2019-06-06 20:44:18 +02:00
gyststarblayze
3ec3d02362
fix : #840 by allowing Mirror to respect the forceHidden flag ( #893 )
...
* fix : #840 by allowing Mirror to respect the forceHidden flag on NetworkProximityChecker
* Update NetworkProximityChecker.cs
2019-06-06 08:39:35 +02:00
vis2k
9ff7feda9a
NetworkTransform.DrawLineBetweenDataPoints actually uses the color parameter now
2019-06-04 10:56:38 +02:00
vis2k
36be83d6fd
NetworkTransform: use local position and rotation for VR support. Fixes #779
2019-06-04 10:56:38 +02:00
vis2k
cb3d3dba72
Fix: TelepathyTransport.GetMaxPacketSize uses the new configurable max size
2019-06-04 10:07:24 +02:00
Alexander Seeck
fc181cb4ab
ASMDEF for Examples ( #850 )
...
* updated readme
* added asmdefs
* removed wrong change
2019-05-29 16:41:14 +02:00
Tom KRIKORIAN
d65bdde956
Spawn objects in local space instead of world space for VR support ( #875 )
...
* Spawn objects in local space instead of world space
Allow games where world origin is different for each players (Augmented reality for example) to spawn objects at the right position in the scene.
* Update ClientScene.cs
* Update NetworkServer.cs
2019-05-29 16:25:15 +02:00
MichalPetryka
55b6167061
Rename types according to Microsofts naming ( #882 )
2019-05-25 08:33:43 -05:00
MichalPetryka
b0426f90d3
Set parent in initialize ( #884 )
2019-05-24 09:24:37 +02:00
MichalPetryka
42a8f2afab
Remove conditional accesses on unity objects ( #880 )
2019-05-24 09:11:38 +02:00
Zac North
3c60b08762
fix(websocket): Remove send queues (they never worked) and SSL (temporarily) ( #879 )
2019-05-20 10:11:07 +02:00
vis2k
46eddc01ec
fix: (again) Telepathy updated to latest version (Send SocketExceptions now disconnect the player too)
2019-05-15 10:23:52 +02:00
vis2k
98d3fb0c31
fix: Telepathy updated to latest version (Send SocketExceptions now disconnect the player too)
2019-05-14 13:40:23 +02:00
Tom KRIKORIAN
691583e844
fix(NetworkManager) : properly load scene on clients using new load parameters ( #867 )
...
* fix : properly load scene on clients using new load parameters
* revert change to ClientChangeScene to avoid conflict
* Simplified code for NetworkManager method ClientChangeScene
2019-05-07 17:49:28 +02:00
Coburn
6fd3fb4ca3
This fixes NetworkManager not switching to the correct server scene when onlineScene is not the same as offlineScene. 99.99% sure it'll fix issue #865 ( #866 )
2019-05-07 17:33:01 +02:00
Gabe Brown
6af979c967
Logging Improvements ( #864 )
2019-05-07 09:34:32 +02:00
MrGadget
e9f2f538ca
Add channelId to Send Method ( #862 )
...
This is to achieve parity with NetworkConnection:
```cs
public virtual bool Send<T>(T msg, int channelId = Channels.DefaultReliable) where T: IMessageBase
{
// pack message and send
byte[] message = MessagePacker.Pack(msg);
return SendBytes(message, channelId);
}
```
2019-05-06 18:46:24 +02:00
Paul Pacheco
d4595df2ca
clear resharper error ( #861 )
2019-05-05 15:45:46 +02:00
vis2k
23e440bd0b
fix #857 : Revert "fix(websocket): Use a buffer for most WS messages in WebGL client resulting in 0 alloc for most messages ( #848 )"
...
This reverts commit 8967a20244
.
2019-05-05 09:24:46 +02:00
Zac North
1dc45f5376
Fix missing semicolon in NetworkBehaviour.cs ( #856 )
2019-05-05 00:36:46 +02:00
uwee
d48a3757da
feat(scene): Add support for scene loading params ( #644 )
...
* add scene and physics mode to SceneMessage
* Change variable names. Added comments. Changed type from struct to byte
* updated test to match
* added overrides to support scene params
* simplified param useage
* fixed types with proper casting
* forgot to add in Server side of code
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-Authored-By: uweenukr <uweenukr@gmail.com>
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-Authored-By: uweenukr <uweenukr@gmail.com>
* serialize as byte
2019-05-04 17:45:26 +02:00
Zac North
8967a20244
fix(websocket): Use a buffer for most WS messages in WebGL client resulting in 0 alloc for most messages ( #848 )
...
* fix(websocket): Use a buffer for most WS messages resulting in 0 alloc for most messages
* Use a configurable maximum message size
* Use the maximum message size on the server too
* Use <= instead of < for buffer.Length
* Show lengths in Exception message
Co-Authored-By: Katori <znorth@gmail.com>
* Show lengths in close message
Co-Authored-By: Katori <znorth@gmail.com>
* Allow messages of messagesize
Co-Authored-By: Katori <znorth@gmail.com>
* Allow messages of maxMessageSize
Co-Authored-By: Katori <znorth@gmail.com>
* Show message lengths in close message
Co-Authored-By: Katori <znorth@gmail.com>
* Don't initialize buffer if already done
Co-Authored-By: Katori <znorth@gmail.com>
* Always allocate buffer size on client construction
* Use a non-static buffer to avoid allocation issues
2019-05-04 12:08:23 +02:00
MichalPetryka
e22f527eef
Fix ?? ( #854 )
...
* Fix ??
?? doesn't work on unitys objects
* Update NetworkBehaviour.cs
2019-05-04 11:30:45 +02:00
MrGadget
f618e17366
Avoid memory leak from cloned materials ( #853 )
2019-05-01 19:47:53 +02:00
MrGadget
a18ab9db8f
Update README.md
...
Revised information in case MainScene was inadvertently changed without proper setup.
2019-05-01 09:50:30 -04:00
vis2k
227cc62475
Telepathy updated to latest version (removed send header & payload allocations)
2019-04-29 14:18:31 +02:00
vis2k
30ee71a6f8
Telepathy updated to latest version (removed header allocations)
2019-04-29 12:58:47 +02:00
vis2k
77bee450b9
perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846 )
...
perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846 )
2019-04-28 21:08:19 +02:00
vis2k
6c4b34ba06
fix: ListServer Ping not found in WebGL
2019-04-28 20:49:20 +02:00
vis2k
e8a8e77016
Telepathy updated to latest version (Message converted to struct to minimize GC)
2019-04-28 13:36:28 +02:00
vis2k
1f07af0cae
fix: Revert "refactor: consolidate prefab and spawn handlers ( #817 )" to fix a bug where if editor=host, build=client, we receive scene object not found when walking out of and back into an observer's range
...
This reverts commit b4c9c6fdc8
.
2019-04-24 17:04:28 +02:00
vis2k
5480548ffa
add comment
2019-04-24 13:11:36 +02:00
vis2k
f56507f2fc
fix: Revert "NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks." to fix server-only bug not allowing movement on client, e.g. in uMMORPG
...
This reverts commit e8d9d852e3
.
2019-04-24 13:08:10 +02:00
Zac North
0484a50e6d
Use queue for Ping and Pong messages as well ( #841 )
2019-04-24 09:28:34 +02:00
Zac North
5aa7148c60
Use message queue instead of SemaphoreSlim - SemaphoreSlim was severely bottlenecking performance ( #839 )
2019-04-23 10:23:47 +02:00
Coburn
2695da4e2a
LLAPI Transport not available on WSA/UWP (v2) ( #838 )
...
* LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with).
* v2 of the not allowing LLAPI Transport to be available on UWP/WSA games
2019-04-22 11:15:17 +02:00
Coburn
7058de2364
LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with). ( #837 )
2019-04-22 09:34:36 +02:00
vis2k
92a9903b0d
Disable sceneid assignment message
2019-04-22 09:23:36 +02:00
Zac North
2d682b5fad
fix(websocket): #829 fix InvalidOperationException with wss:// ( #830 )
...
* fix(wss): Use a queue on the server to avoid "InvalidOperationException: Invalid nested call."
* Remove unnecessary "private"
Co-Authored-By: Katori <znorth@gmail.com>
* Remove unnecessary "private"
Co-Authored-By: Katori <znorth@gmail.com>
* Update Server.cs
* comment: explain what is going on here
* comments: better comment
* Move queue into WebSocketImplementation instead of Server-specific
* Remove unused variables in Server
* Use a SemaphoreSlim instead of queue system
2019-04-21 10:33:07 +02:00
vis2k
52625923b2
fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision ( #832 )
...
* fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision
* rename dlls
* change asmdef guid for conflict with hlapi
* rename assemblynames too
* fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess
* rename projects too
2019-04-20 21:01:10 +02:00
vis2k
203a823b19
fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess
2019-04-20 20:39:44 +02:00
vis2k
b20c0d91f7
syntax
2019-04-19 09:28:39 +02:00
MrGadget
bcd3424c0e
refactor: Simplify GetStartPosition ( #828 )
...
* Simplify GetStartPosition
- Early out if startPositions.Count = 0
- Reduces the normal returns to single LOC each
- Only resets startPositionIndex if it reaches int.MaxValue
- Uses modulo and increment-after against count to pick round robin index
- Eliminates unnecessary last return that could never be reached
* Per Paul's request
2019-04-18 15:20:08 -05:00
MrGadget
8ebda0fa21
fix: Respect Player Prefab Position & Rotation ( #825 )
...
Respect Player Prefab Position & Rotation
2019-04-18 07:13:38 -05:00
vis2k
e8d9d852e3
NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks.
2019-04-17 23:04:52 +02:00
vis2k
aa4a91bcce
remove whitespace
2019-04-17 22:42:56 +02:00
Paul Pacheco
b4c9c6fdc8
refactor: consolidate prefab and spawn handlers ( #817 )
2019-04-17 16:00:03 +02:00
vis2k
b5ff43ada3
feat: SyncList.FindIndex added ( #823 )
2019-04-17 06:18:23 -05:00
MichalPetryka
2327498b31
Remove vars ( #819 )
2019-04-16 12:38:48 +02:00
MichalPetryka
6eaea267d5
Remove useless out ( #820 )
2019-04-16 12:38:22 +02:00
MichalPetryka
3b5fa051c1
Inline out ( #818 )
2019-04-16 12:38:01 +02:00
vis2k
3452915a4e
NetworkConnection.TransportReceive: don't try to invoke if unpacking failed.
2019-04-15 15:08:55 +02:00
Paul Pacheco
1352334747
fix: non ready connections should not observe objects
2019-04-15 07:32:41 -05:00
Paul Pacheco
e69c0976a2
refactor: Simplify nested if
2019-04-15 06:30:41 -05:00
Paul Pacheco
97f8bf6b26
refactor: use null propagation operator
2019-04-14 11:04:23 -05:00
Paul Pacheco
af0f79be14
refactor: removed unreachable if
2019-04-14 10:17:29 -05:00
Paul Pacheco
7417b68671
fix: check event prefix
2019-04-14 10:06:36 -05:00
Paul Pacheco
2598389036
refactor: use null propagation operator
2019-04-14 07:58:53 -05:00
MichalPetryka
fea09a6b74
Improve SceneID generation via RNGCryptoServiceProvider ( #812 )
...
* Improve SceneID generation
* Update NetworkIdentity.cs
2019-04-14 14:17:25 +02:00
vis2k
b9247a78b6
out syntax
2019-04-14 12:43:05 +02:00
vis2k
f3f0ef299e
clear sceneid if it was a duplicate
2019-04-14 12:40:16 +02:00
vis2k
3ebd4981a4
only use generated sceneId if not duplicate
2019-04-14 12:39:48 +02:00
MrGadget
705194023c
Remove all "private" ( #807 )
2019-04-14 09:43:03 +02:00
MrGadget
08cc3236a1
Fix Additive Example Scene Lighting ( #808 )
2019-04-13 21:41:46 +02:00
c6burns
3a50ca6352
fix: added new read/write symbol params ( #806 )
...
fix: added new read/write symbol params
2019-04-12 16:00:46 -05:00
vis2k
27b7e250a0
perf: OnDeserializeSafely without GC ( #804 )
2019-04-12 08:38:23 -05:00
vis2k
19a9995501
remove whitespace
2019-04-12 15:31:05 +02:00
vis2k
a82367b2c6
remove caching to keep it simple for now
2019-04-12 11:57:47 +02:00
vis2k
80d72c804d
remove empty whitespace
2019-04-12 11:55:22 +02:00
vis2k
7e79dfad38
disable 'Weaving succeeded' message now that everything works
2019-04-12 11:55:09 +02:00
c6burns
3ba546e133
fix : #791 corrected assembly paths passed to weaver ( #803 )
...
* fixed incorrect assembly paths
* Update CompilationFinishedHook.cs
2019-04-12 11:52:35 +02:00
vis2k
2eb247a6d2
Cecil StackOverflow fix without breaking API ( https://github.com/vis2k/cecil/commits/TypeReference_Resolve_StackOverFlow_Fix )
2019-04-12 11:23:44 +02:00
vis2k
0f1522229e
remove empty whitespace
2019-04-11 22:09:25 +02:00
vis2k
eb4b2f40c5
Weaver.ImportCorLibType: avoid MixIn exception when calling ImportReference with a null type. Log the type that we failed to resolve instead.
2019-04-11 22:09:14 +02:00
vis2k
286983a8f8
Fix StackOverflowException for NetStandard in Mono.Cecil by using https://github.com/vis2k/cecil/tree/TypeReference_Resolve_StackOverFlow_Fix
2019-04-11 21:57:14 +02:00
vis2k
9f67b4761f
Rebuild Cecil 0.10.3 DLLs from scratch via net4_0_Release mode
2019-04-11 20:10:43 +02:00
c6burns
9d4b96975e
minimum changeset for cecil 0.10.3 ( #795 )
...
* added fixes for cecil 0.10.3
* added missing meta
* fix typo'd asmresolver
* accept paul's suggestion, on behalf of c6
Co-Authored-By: rodolphito <rodol@rivalrebels.com>
2019-04-11 19:59:37 +02:00
vis2k
ec5ceb1149
update CompilationFinishedHook comment about cecil bug
2019-04-11 18:52:41 +02:00
Chris Langsenkamp
d46334d2eb
Add meta files for dummies
2019-04-11 11:22:40 -05:00
MrGadget
534a5a5834
Dummy NetworkAnimatorEditor
2019-04-11 07:22:01 -05:00
MrGadget
1dfd2dad6e
Dummy SyncListInitializer.cs
2019-04-11 07:21:44 -05:00
MrGadget
75e4f159e5
fix: Dummy file for SyncListStructProcessor.cs ( #798 )
...
Dummy file for SyncListStructProcessor.cs to avoid breaking compilation
2019-04-11 06:55:35 -05:00
MrGadget
b7e94d9e5a
Fixed typo
2019-04-11 07:44:41 -04:00
vis2k
bdbbed8b9d
Remove OwnerMessage to fix a bug where isLocalPlayer isn't reliable when checking it in Start() because OwnerMessage was received after SpawnFinished message ( #793 )
2019-04-11 00:01:31 +02:00
Paul Pacheco
97e9ac2483
perf: Reduce enum bandwidth ( #794 )
...
enums are serialized according to their size.
if enum extend byte, they use 1 byte
if enum extend short, they use 2 bytes
if enum extend int, they are varinted
if enum extend long, they are varinted
So on average, most enums will take 1 byte. Previously they always required 4 bytes
2019-04-11 00:01:09 +02:00
Paul Pacheco
f00c8e5e62
refactor: simplify enum logic a bit
2019-04-10 16:21:21 -05:00
Paul Pacheco
7b57830e6c
fix : #791 stack overflow in the weaver ( #792 )
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remove unnecessary manual dispose calls in weaver
2019-04-10 16:58:49 +02:00
vis2k
5c850aa9ca
fix: workaround for #791
2019-04-10 16:03:37 +02:00
MrGadget
531e202bbe
fix: Round Robin Spawning by Hierarchy Order ( #790 )
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Fixes #724
2019-04-10 12:34:14 +02:00
rodolphito
f46f32df55
Hide this obsoleted thing ( #786 )
2019-04-09 23:38:16 +02:00
MrGadget
69cb0389b0
Fixed ListServer example ( #785 )
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Added EditorBrowsable(EditorBrowsableState.Never)
2019-04-09 22:02:15 +02:00
MrGadget
fd292e21bc
Obsoleted IsHeadless
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IsHeadless() was just added in Feb. 2019, so I wouldn't expect wide usage so quickly, but since there have been 3 asset store publishes since then, it should be obsoleted for a bit.
Also made it `isHeadless` camelCase now that it's a property, which made obsoleting it possible.
2019-04-09 10:41:59 -05:00
MrGadget
e33581fa90
Simplify IsHeadless ( #782 )
2019-04-09 14:56:21 +02:00
Paul Pacheco
4644bc4b77
fix: Don't set framerate in host mode
2019-04-09 05:50:02 -05:00
vis2k
a2cc14bd20
fix: update NetworkIdentityEditor FindProperty to renamed variables
2019-04-09 11:40:59 +02:00
rodolphito
9d064c8013
These methods arent used, they should be commented along with the other error generator parts. ( #764 )
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* These methods arent used, they should be commented along with the other error generator parts.
* Delete the comment
2019-04-09 10:01:57 +02:00
rodolphito
959be9338a
These should have been obsoleted with Paul's Message<T> PR ( #754 )
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* These should have been obsoleted with Paul's Message<T> PR
* Do what vis says
2019-04-09 10:01:05 +02:00
rodolphito
cc3b4aaa6d
Simplify NetworkIdentity ( #752 )
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* Simplify NetworkIdentity
* style: variable in separate line
Most of the code keeps the variables and attributes in separate lines.
2019-04-09 10:00:39 +02:00
rodolphito
7762158585
This should be readonly ( #778 )
2019-04-09 09:59:57 +02:00
rodolphito
07e355a3a3
Renamed networkBehaviours to networkBehavioursCache to reduce confusion ( #780 )
2019-04-09 09:56:28 +02:00
rodolphito
68433660ca
Make Weaver variable naming consistent ( #781 )
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* Rename netViewTmp
* Rename UBehaviourIsServer
* Better name for IsServer
2019-04-09 09:55:56 +02:00
Rodol Phito
98d6e667b0
Added string binary compat test
2019-04-08 17:04:12 -05:00
Rodol Phito
dc0e07a851
Added string truncation test.
2019-04-08 17:04:12 -05:00
rodolphito
ca96e2a03f
Fix issue 763 by only catching while message decoding, and not during handling. ( #767 )
2019-04-08 15:53:45 +02:00
Paul Pacheco
fff765c96b
perf: use bitshift operations instead of division in varint
2019-04-08 06:18:56 -05:00
rodolphito
f0a8b5dea8
feat(telepathy): Split MaxMessageSize to allow setting a different value for client and server ( #749 )
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* Split MaxMessageSize to allow setting a different value for client and server
* Rename fields to follow naming conventions, use using System;.
2019-04-08 09:53:46 +02:00
rodolphito
e8cae28258
This method isnt actually used anywhere. ( #674 )
2019-04-08 09:52:29 +02:00
vis2k
09a965e5bc
NetworkServer.SpawnObserversForConnection: remove redundant code with local client check. Local client ignores the spawn messages anyway. ( #735 )
2019-04-08 09:50:59 +02:00
rodolphito
7775801625
Follow naming conventions in NetworkBehaviour m_NetIdentity ( #760 )
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* Follow naming conventions in NetworkBehaviour m_NetIdentity
* Use underscore prefix as per vis' suggestion
* renamed to netIdentityCache
2019-04-08 09:42:47 +02:00
rodolphito
1d3b3fcca9
Remove old comment ( #771 )
2019-04-08 09:18:14 +02:00
rodolphito
59a041810f
Add float binary compatibility tests to NetworkWriter, add tolerance threshold to Ray normal test. ( #772 )
2019-04-08 09:15:29 +02:00
Rodol Phito
4f21275a51
Added one more test to ensure theres no initial garbage when setting length
2019-04-07 20:44:58 -05:00
Rodol Phito
09089f166d
Added another clearer SetLength test, just in case.
2019-04-07 20:44:58 -05:00
Rodol Phito
63a14afdec
Test that SetLength and Position work as expected
2019-04-07 20:44:58 -05:00
rodolphito
72e4e55778
fix: Added WriteBytesAndSize tests, and fixed the function to be pedantic. ( #773 )
2019-04-07 20:11:41 -05:00
rodolphito
99c8f5c356
fix(serialization): Added NetworkWriter tests, found and fixed a bug in Write(Ray). ( #769 )
2019-04-07 16:10:17 -05:00
Paul Pacheco
03c767db6a
fix: Mark weaver as failed if serializing invalid type
2019-04-07 15:45:09 -05:00
rodolphito
f310c61405
tests: Add Endianness testing to NetworkWriter. ( #768 )
2019-04-07 15:17:35 -05:00
rodolphito
269c05bbf6
Updated debug messages in NetworkClient ( #761 )
2019-04-07 21:50:07 +02:00
MrGadget
3846e2f904
Fixed Lobby ( #765 )
2019-04-07 21:48:17 +02:00
vis2k
95d74bae60
remove outdated comment
2019-04-07 19:03:49 +02:00
rodolphito
b7ae7f006c
Simplify network connection clientOwnedObjects ( #758 )
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* Simplify network connection clientOwnedObjects
* Whoops, missed this null check in NetworkServer. Thanks vis
2019-04-07 18:57:38 +02:00
Paul Pacheco
146988a6bb
style: remove blank lines
2019-04-07 11:49:25 -05:00
Paul Pacheco
6525dba77f
Remove resolved TODO
2019-04-07 11:47:52 -05:00
Paul Pacheco
077be58584
refactor: move SetupWriteFuctions to Writers
2019-04-07 11:44:43 -05:00
rodolphito
765c87e80c
Promote the Warning to an Error, because thats how it was before. Move it above the disconnect, in case Disconnect throws. ( #756 )
2019-04-07 18:41:01 +02:00
rodolphito
ecccb88be5
Follow naming conventions in NetworkBehaviour ( #759 )
2019-04-07 18:39:54 +02:00
rodolphito
f07ad218e0
This should have been readonly from day 1 too ( #757 )
2019-04-07 18:37:41 +02:00
Paul Pacheco
e01b5e4c7d
refactor: Move SetupReaders in Readers class
2019-04-07 11:35:38 -05:00
Paul Pacheco
53b3f435a3
refactor: Move readerFunc to readers class
2019-04-07 11:24:13 -05:00
Paul Pacheco
bf6278a28b
refactor: Move writerFuncs inside Writers.cs
2019-04-07 11:18:32 -05:00
Paul Pacheco
b3ee67ee28
refactor: remove unnecesary function
2019-04-07 11:10:28 -05:00