MrGadget
efa2b3d4ca
Syntax
2022-05-06 12:20:23 -04:00
MrGadget
876d6d86dc
removed private
2022-05-06 12:19:50 -04:00
vis2k
5c23ac69bc
Update README.md
2022-04-30 12:03:07 +08:00
vis2k
818e0ca9fd
NetworkServer.SendToObservers: use explicit NetworkConnectionToClient type
2022-04-29 19:01:26 +08:00
vis2k
298435001a
fix : #3144 Reader/Writer Sprite null support & test to guarantee it never happens again
2022-04-29 10:08:33 +08:00
vis2k
f413c91cde
Test: Reader/Writer Sprite
2022-04-29 10:05:23 +08:00
vis2k
ae1c7c5fe4
fix : #3144 Reader/Writer Texture2D null support & test to guarantee it never happens again
2022-04-29 09:59:52 +08:00
vis2k
b709453057
fix: NetworkReader/Writer Texture2D now sends dimensions too. fixes "Texture2D.SetPixels32: size of data to be filled was larger than the size of data available in the source array. (Texture '')"
2022-04-29 09:55:19 +08:00
vis2k
d235037954
fix: NetworkReader.ReadTexture2D fixed 'reader not found for Color32[]' error when using it from tests
2022-04-29 09:44:58 +08:00
vis2k
3a742bb7da
Tests: NetworkReader/Writer Texture2D tests added
2022-04-29 09:44:54 +08:00
vis2k
728e6e2fdf
syntax
2022-04-28 18:53:37 +08:00
vis2k
2db24b3761
gitignore 2021 Rider file
2022-04-28 12:59:53 +08:00
vis2k
6c1dc5255e
remove unused import
2022-04-20 10:33:53 +08:00
vis2k
1aaa4ce2a4
perf: Cmd/Rpc bandwidth hash size reduced from 4 => 2 bytes ( #3148 )
2022-04-20 11:33:14 +08:00
vis2k
98d7a9d7d1
NetworkReader/Extensions: inlining ReadBlittable is enough. Don't inline ReadInt etc. too, we don't want ReadBlittable to be copied in place everywhere.
2022-04-20 10:28:30 +08:00
vis2k
4ffb9dfafc
NetworkWriter/Extensions: inlining WriteBlittable is enough. Don't inline WriteInt etc. too, we don't want WriteBlittable to be copied in place everywhere.
2022-04-20 10:26:43 +08:00
vis2k
cebfab010f
fix: Benchmark movement destinations set around start, not around position. prevents them from stopping to move because of the wander off protection.
2022-04-19 13:29:38 +08:00
MrGadget
99d3a91f17
Fixed Authenticator Comments
...
- Fixes #3146
2022-04-18 22:58:16 -04:00
MrGadget
2db726df2e
fix: TeamInterestManagement OnDestroyed logic
2022-04-18 09:07:15 -04:00
MrGadget
0e9d86f563
breaking: Removed Obsoletes ( #3142 )
...
* Removed Experimental NetworkTransform
* NetworkRoomManager: Removed Obsoletes
* NetworkTransformBase: Removed Obsoletes
* NetworkBehaviour: Removed Obsoletes
* NetworkManager: Removed Obsoletes
* NetworkServer: Removed Obsoletes
* SyncObject: Removed Obsoletes
* fixed comment
* fixed XML comment
2022-04-18 08:05:53 +07:00
MrGadget
8d07be97ed
fixed XML comment
2022-04-17 12:40:17 -04:00
MrGadget
63fdd53903
fixed comment
2022-04-17 12:23:44 -04:00
vis2k
3839fafade
remove unused import
2022-04-17 14:16:36 +08:00
vis2k
bec8e01c69
MIRROR_66_0_OR_NEWER
2022-04-17 14:01:24 +08:00
MrGadget
9c47d87bce
XML Comments
2022-04-16 12:46:33 -04:00
MrGadget
c86deedbd9
Updated NetworkStatistics
...
- Reorganized to method call order
- Added component attributes
- XML comments for docs
2022-04-16 12:24:15 -04:00
vis2k
4d0cd1054a
fix : #3138 , 3135 revert Cmd/Rpc from 2 byte indices back to 4 byte function hashes for stability ( #3139 )
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* Revert "fix: Weaved static constructors need to always run (#3135 )"
This reverts commit b0624b2f64
.
* Revert "perf: Rpcs/Cmds functionHash bandwidth reduced from 4 => 2 bytes (with the potential for 1 byte VarInt) (#3119 )"
This reverts commit a868368eca
.
* comment
2022-04-16 19:53:55 +07:00
MrGadget
3dba6a3833
NetworkRoomManager log update
2022-04-15 11:25:14 -04:00
vis2k
aa6ff514cb
Update README.md
2022-04-12 22:14:29 +08:00
Robin Rolf
b0624b2f64
fix: Weaved static constructors need to always run ( #3135 )
...
Static constructors are lazily called when the class is first "used"
https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/static-constructors
> It is called automatically before the first instance is created or any static members are referenced.
This means, in particular circumstances, client and server may diverge on which classes they have "loaded"
and thus the rpc index will be desynced
One such example would be on-demand-loading of prefabs via custom spawn handlers:
A game might not want to preload all its monster prefabs since there's quite many of them
and it is practically impossible to encounter them all (or even a majority of them) in a single play
session.
So a custom spawn handler is used to load the monster prefabs on demand.
All monsters would have the "Monster" NetworkBehaviour class, which would have a few RPCs on it.
Since the monster prefabs are loaded ONLY when needed via a custom spawn handler and the Monster class
itself isn't referenced or "loaded" by anything else other than the prefab, the monster classes static
constructor will not have been called when a client first joins a game, while it may have been called
on the server/host. This will in turn cause Rpc indexes to not match up between client/server
By just forcing the static constructors to run via the [RuntimeInitializeOnLoadMethod] attribute
this is not a problem anymore, since all static constructors are always run and all RPCs will
always be registered by the time they are used
2022-04-12 12:00:15 +08:00
MrGadget
3188472f74
Syntax: same method grouping as NetworkReaderExtenstions
2022-04-11 09:42:23 -04:00
MrGadget
2f76c73c41
fix: NetworkWriterExtensions:WriteTexture2D call WriteArray instead of Write
2022-04-11 09:12:35 -04:00
vis2k
92c5b54034
add comment
2022-04-04 20:36:42 +08:00
vis2k
eded0a2b15
fix : #2705 NetworkClient.SpawnPrefab looks for spawn handlers before looking for registered prefabs, instead of the other way around
2022-04-04 19:21:26 +08:00
vis2k
7d4a9c46e4
NetworkClient: RegisterPrefabIdentity double registration warning improved with explanation (related to #2705 )
2022-04-04 19:13:46 +08:00
vis2k
1a256b5060
Tanks Example: destroy projectile after 2 seconds instead of 5 seconds
2022-04-04 11:51:57 +08:00
vis2k
1a09f0dc58
Tanks Example: reuse DestroySelf()
2022-04-04 11:39:44 +08:00
vis2k
1a6c5de8ac
fix : #2060 serializing GameObjects / NetworkIdentities now throws an obvious exception for prefabs / unspawned objects ( #3132 )
...
* fix : #2060 serializing GameObjects / NetworkIdentities now throws an obvious exception for prefabs / unspawned objects
* NetworkWriter: WriteGameObject reuses WriteNetworkIdentity
* warning instead of exception
2022-04-04 01:24:35 +08:00
vis2k
3ec5ca758e
comment
2022-04-03 11:39:30 +08:00
vis2k
243821f5b1
fix : #2972 ReadNetworkBehaviour now reads the correct amount of data even if the NetworkIdentity has disappeared on the client.
...
added test to guarantee it never happens again.
2022-04-03 10:50:04 +08:00
vis2k
a92189b272
ReadNetworkIdentity: reuse Utils.GetSpawnedInServerOrClient
2022-04-03 10:47:54 +08:00
MrGadget
c81a4374b2
fixed comment
2022-04-01 17:29:23 -04:00
MrGadget
c79c6d1e70
fix: Correct version for Queue.TryDequeue
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- fixes #3131
2022-04-01 17:19:37 -04:00
vis2k
3d471db938
fix: added Queue.TryDequeue extension for Unity 2019
2022-04-01 17:18:12 +08:00
vis2k
6c2559a73e
perf: Build batches directly instead of queuing serializations ( #3130 )
...
* rename
* so far
* better
* fixx
* old
* error
* typo
* comment
2022-04-01 13:46:38 +08:00
Robin Rolf
1631402bd7
fix: Byte format test uses current culture ( #3126 )
...
Since some may use , instead of . as their decimal place seperator
Error:
String lengths are both 7. Strings differ at index 1.
Expected: "1.00 KB"
But was: "1,00 KB"
2022-03-26 13:06:30 +08:00
vis2k
d8774ecd47
fix : #2954 calling StopClient in host mode does not destroy other client's objects anymore
2022-03-23 23:58:47 +08:00
vis2k
6f981224a9
fix : #2954 calling StopClient in host mode does not reset nextNetId anymore
2022-03-23 23:55:35 +08:00
vis2k
3d6c41a595
fix : #3122 DestroyAllClientObjects now also resets after unspawn handler was called ( #3124 )
2022-03-23 23:54:58 +08:00
MrGadget
cca7afdd08
MultipleMatches example fixed
2022-03-23 07:19:36 -04:00