vis2k
58f7abbdd0
NetworkIdentity.OnStartServer: removed SetLocalObject, replaced it with EnableIsClient because that's all it did there.
2018-12-16 19:39:58 +01:00
vis2k
9c8f6bb5af
NetworkServer.DestroyObject: removed ClientScene.SetLocalObject call. It only sets it to null, which is pointless because the first line in DestroyObject removes it from spawned dictionary already.
2018-12-16 19:18:27 +01:00
vis2k
4b3dd1004e
NetworkServer.SetLocalObjectOnServer removed because it's not really needed
2018-12-16 19:00:03 +01:00
vis2k
7387b2a47a
NetworkScene.SetLocalObject removed. Moved code into ClientScene.SetLocalObject and NetworkServer.SetLocalObject instead.
2018-12-16 18:55:24 +01:00
vis2k
73bd9191d8
NetworkIdentity.UpdateClientServer magic replaced with EnableIsClient and EnableIsServer
2018-12-16 18:50:49 +01:00
vis2k
a848c36d6e
NetworkScene.SetLocalObject simplified
2018-12-16 17:29:23 +01:00
uwee
9c0e6c36d3
Low and High rotation compression have much higher precision.
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PI Change
Added Pi Math to reader and writer
Fixed cast issue
2018-12-16 10:22:58 -06:00
vis2k
64c120fe5e
NetworkScene.SetLocalObject uses a NetworkIdentity parameter instead of GameObject. Simplifies callers too. ApplySpawnPayload has no more redundant GameObject parameter. NetworkIdentity can use 'this' instead of 'gameObject' to call SetLocalObject, which improves performance.
2018-12-16 17:18:18 +01:00
vis2k
467c74bf68
Added comment for strange NetworkIdentity.UpdateClientServer code
2018-12-16 16:30:39 +01:00
vis2k
c430db14d9
NetworkScene.FindLocalObject removed
2018-12-16 16:01:04 +01:00
vis2k
77ea4dff21
NetworkScene.GetNetworkIdentity replaced with NetworkIdentity.spawned.TryGetValue
2018-12-16 15:53:26 +01:00
vis2k
ab3770cf4f
Use TryGetValue instead of Contains+Get
2018-12-16 15:45:04 +01:00
vis2k
43dfdec2fc
No need to check ContainsKey before removing
2018-12-16 15:43:07 +01:00
vis2k
b5bb568d18
Removed unused NetworkScene.RemoveLocalObject function
2018-12-16 15:41:04 +01:00
vis2k
10229f3b96
Remove ClearLocalObjects functions and use NetworkIdentity.spawned.Clear(); instead
2018-12-16 15:39:38 +01:00
vis2k
d979a45870
NetworkIdentity.spawned dictionary to replace ClientScene.objects, NetworkServer.objects, NetworkScene.objects
2018-12-16 15:27:11 +01:00
vis2k
582bf98bdd
Welcome message link updated
2018-12-15 22:08:51 +01:00
vis2k
9a72f71cc6
NetworkManager properties simplified. No need to each one twice when it has public get/set anyway.
2018-12-15 22:01:31 +01:00
vis2k
f8d87c761e
Simplify public getters (only lists/dicts that can be cleared from outside anyway. doesn't break any serialization either) ( #161 )
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* NetworkConnection.visList simplified
* NetworkClient.allClients simplified
* NetworkScene public getters simplified. They are internal anyway, can't set them from the outside
* NetworkServer.connections simplified
* NetworkServer.handlers simplified
* NetworkServer.dontListen simplified
* NetworkServer.useWebSockets simplified
* ClientScene.spawnableObjects simplified
* NetworkConnection.clientOwnedObjects simplified
* NetworkManager.spawnPrefabs simplified
* NetworkManager.startPositions simplified
2018-12-15 18:13:29 +01:00
uwee
d2c68cabc1
Moved High rotation compression to Low. Added new High that converts rotation to a byte. ( #158 )
2018-12-15 17:07:16 +01:00
vis2k
320e70453f
NetworkManager.s_PendingSingleton removed because script reloads were neither detected properly, nor is there any chance of Mirror to continue running properly after script reloads. ( #159 )
2018-12-15 16:54:45 +01:00
vis2k
84b70dbb92
UNetDomainReload code removed because UnityEngine doesn't call this function in Mirror anyway.
2018-12-15 16:23:24 +01:00
vis2k
72062bbe08
Syntax
2018-12-15 16:17:15 +01:00
vis2k
07000f7d47
Removed old comment
2018-12-15 16:06:22 +01:00
vis2k
d3e13c77af
Removed unnecessary syntax
2018-12-15 16:01:11 +01:00
vis2k
29f106fb32
Syntax
2018-12-15 15:53:07 +01:00
vis2k
666af57146
Less confusing syntax
2018-12-15 15:51:37 +01:00
vis2k
04fdce47c9
Removed unused NetworkScene.RemoveLocalObjectAndDestroy
2018-12-15 15:39:39 +01:00
vis2k
88232d244b
Updated Telepathy to latest version (SendTimeout)
2018-12-15 15:37:54 +01:00
Paul Pacheco
96992c35bc
Revert "Don't require Cmd, Rpc and Target prefixes ( #127 )"
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This reverts commit 590630fcb2
.
If you don't use the prefix, you get stack overflow with the [Commands]
2018-12-14 21:46:55 -06:00
Paul Pacheco
c85391a02b
Fix typo in file name
2018-12-13 21:33:54 -06:00
Paul Pacheco
a747b85502
Fix NRE when running headless with HUD
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It was possible that the headless HUD would try to start the server before initializing the transport
Now the transport is always initialized when the NetworkManager singleton is initialized
2018-12-12 12:57:09 -06:00
Paul Pacheco
4c1cb66524
return false if the send fails.
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Tx to MrGadget who found the issue
2018-12-11 20:48:52 -06:00
Tim Pickup
df4d8fbb8d
Initialize() is internal and should not be called externally so shouldnt be public ( #131 )
2018-12-09 23:55:35 +01:00
vis2k
2ee68888fb
NetworkBehaviour.netIdentity made public for easier usage (e.g. from a UI script)
2018-12-09 16:25:22 +01:00
vis2k
c4c3b29231
NetworkBehaviour.isServerOnly and isClientOnly ( #148 )
2018-12-09 16:20:44 +01:00
vis2k
fb3733711f
Fix typo
2018-12-09 16:14:55 +01:00
vis2k
8cea816e23
Removed redundancy between NetworkBehaviour.netIdentity and .myView
2018-12-09 16:13:40 +01:00
vis2k
f50cecff65
NetworkBehaviour.netIdentity made protected so we can use it in inheriting scripts without having to use GetComponent there manually each time. ( #147 )
2018-12-09 16:07:26 +01:00
Paul Pacheco
eb9b7f556d
Simplify local message processing ( #146 )
2018-12-09 16:03:04 +01:00
Paul Pacheco
e6f8cec658
Initialize objects in the same order as they were initialized on the server. ( #144 )
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This avoid heisenbugs because for a user they might initialize in a different order than the developer
2018-12-09 10:21:42 +01:00
Paul Pacheco
853d797dfe
Connections can no longer be null
2018-12-08 21:34:38 -06:00
Paul Pacheco
3af459a107
Reuse ReadMessage from reader ( #143 )
2018-12-08 10:55:21 +01:00
Paul Pacheco
56007f3c8b
RemovePlayerMessage is empty ( #142 )
2018-12-08 10:55:00 +01:00
Paul Pacheco
8ce2489df0
Display message name in ConnectionRecv log ( #141 )
2018-12-08 10:54:20 +01:00
Paul Pacheco
413d7cf474
Use functional method to read messages ( #140 )
2018-12-07 09:52:03 +01:00
vis2k
04af6c9015
Removed unused OnDeserializeAllSafely version
2018-12-06 23:08:19 +01:00
Paul Pacheco
c10a5fc999
Simplify components serialization ( #139 )
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* Performance optimizations in NetworkIdentity.uNetUpdate
* Don't copy array twice
* write to one NetworkWriter for gameobject instead of one per component
* Simplify component serialization and improve performance
* Small style cleanup
* Fix compilation error
* Revert this change for now
* Revert for now
* Remove this for now
* No need for 2 versions of OnSerializeAllsafely
* Removed bad comment
* simplify using foreach
2018-12-06 22:17:04 +01:00
Chris Langsenkamp
6d33fae44f
Added link to migration tool
2018-12-04 07:48:15 -06:00
Paul Pacheco
3515aff816
Check if any component is dirty before serializing stuff ( #135 )
2018-12-04 11:11:55 +01:00