Paul Pacheco
29bff45555
Remove unused meta
2018-11-10 09:58:36 -06:00
vis2k
91a54f4652
Update README.md
2018-11-09 15:50:35 +01:00
vis2k
5ef2c4660c
Telepathy updated to latest version
2018-11-09 08:45:15 +01:00
TimPickup
670a650bbd
Fixes a bug: When you have NetworkManager unticked for server bind to ip and have the server bind address blank, it in fact passes "127.0.0.1" to ServerStart. The fix passes null if nothing is specified in which case the server should not bind to a IP. ( #107 )
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This has not been an issue before as TelepathyTransport.cs ignores the passed value.
Should consider adding the functionality to Telepathy.
2018-11-07 22:15:32 +01:00
vis2k
ff70acc24c
NetworkBehaviour: removed unused EventDelegate
2018-11-03 10:43:25 +01:00
vis2k
8140821ba7
Removed whitespaces
2018-11-03 10:43:12 +01:00
vis2k
28d930313b
LogFilter: removed unused imports
2018-11-03 10:29:02 +01:00
vis2k
4fb628702e
DotNetCompatibility: removed unused functions
2018-11-03 10:22:24 +01:00
vis2k
0758364b45
Removed unused ClientScene.GetStringForAssetId function
2018-11-03 10:09:49 +01:00
vis2k
a2a0fd3bf4
ClientScene.PrepareToSpawnSceneObjects simplified
2018-11-03 10:06:33 +01:00
Paul Pacheco
a5adb450ad
Users no longer need to remove channels
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Command, RPC and events methods now have channel attributes. Users no longer need to remove the channel when migrating to mirror.
2018-11-01 15:09:18 -05:00
Paul Pacheco
724ebc00d8
Allow for sending message on unreliable channels ( #98 )
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* Allow for sending message on unreliable channels
* Add channels to commands and rpcs
* Revert file formatting
* make channel id default parameter
2018-11-01 19:07:57 +01:00
Paul Pacheco
0a16b189c6
Use standard C# events instead of one callback ( #100 )
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* Use standard C# events instead of one callback
* Fix tests
* Trigger new build
* Trigger new build
* Remove blank line
2018-11-01 10:12:26 +01:00
Paul Pacheco
9068803ec9
Fix #91 editor crash ( #96 )
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When we try to generate a reader for a class that references itself, we have infinite recursion and editor crash
This PR stops the infinite recursion and displays an error instead just like with writers
2018-10-26 09:47:17 +02:00
Paul Pacheco
eb40109a53
Modularize network time ( #84 )
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* Modularize network time
* Renamed function for clarity
* Remove redundant class name
* Renamed method for clarity
2018-10-23 18:34:20 +02:00
Paul Pacheco
64cea34338
Fix typo
2018-10-23 11:20:34 -05:00
Paul Pacheco
39ad76cad1
Fix #75 , determine the RPC target ( #93 )
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* Fix issue #75 , determining the command target
If you add the same networkbehavior twice to a gameobject, only the commands in the first one work.
This can also happen if you have a base class, you inherit it, and you add more than one of the inherited classes to the same gameobject.
* Improve error message
* Fix issue #75 for all RPC methods
* Fix formatting consistency
* Fix build, replace logDebug with Debug
* Use new NetworkBehaviours cache
* Use FindIndex instead than for loop
* No need for local variable
* use int instead of byte for simplicity
* component index are int now
2018-10-23 18:17:42 +02:00
Paul Pacheco
1795cf8c2c
Use foreach instead of old style for ( #95 )
2018-10-23 16:44:32 +02:00
Paul Pacheco
a785f0d391
Ensure network behavior cache consistency ( #94 )
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It was assumed that CacheBehaviours was called to set m_NetworkBehaviours
With this change, the dependency is no longer there, the behaviours are simply cached the first time they are used
2018-10-23 16:21:54 +02:00
Paul Pacheco
f13dc5bf60
Fix build, there were still some logDebug around
2018-10-23 07:06:09 -05:00
vis2k
59f6b1c3f1
LogFilter simplified: Warning/Error are shown all the time, Debug messages depend on LogFilter.logDebug ( #73 )
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* LogFilter.logError removed. Errors are now always logged.
* LogFilter.logWarning removed. Warnings are now always logged.
* LogFilter levels replaced with a simple 'logDebug' boolean. NetworkManager uses 'ShowDebugMessages' instead of LogLevel now.
* LogFilter.logDebug renamed to .Debug
2018-10-23 10:14:20 +02:00
Paul Pacheco
d5713ec218
Fix warning
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Fix "SetDynamicAssetId object already has an assetId <xxxx>" that gets spammed in editor
2018-10-21 18:33:56 -05:00
Paul Pacheco
3816a69578
default channel should be reliable fragmented sequenced ( #65 )
2018-10-21 11:38:55 +02:00
vis2k
acc34e5fb3
Reverted InvalidDataException because it breaks Unity projects that use .net subset.
2018-10-20 15:44:28 +02:00
Paul Pacheco
8dd20b103c
Keep consistent switch formatting
2018-10-18 08:54:27 -05:00
Paul Pacheco
a8891520c9
Simplify a few switches
2018-10-18 08:49:44 -05:00
Paul Pacheco
11a6d84ffa
Use if for readability instead of switch with 2 cases
2018-10-18 08:43:31 -05:00
Paul Pacheco
c68be045fe
Add commit message to description
2018-10-17 19:36:09 -05:00
Paul Pacheco
86b9eba27a
Don't make a new build for .gitignore files
2018-10-17 19:28:36 -05:00
Paul Pacheco
bd45350892
Don't make a new release when we change docs
2018-10-17 19:27:43 -05:00
Paul Pacheco
35b27dbd03
Remove generated file
2018-10-17 19:25:26 -05:00
Paul Pacheco
9f1823e059
Change builds description
2018-10-17 19:18:50 -05:00
vis2k
103a3e254a
Added comment
2018-10-17 22:09:50 +02:00
Paul Pacheco
f10e1c3c7c
Simplify internal message processing ( #83 )
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* Simplify internal message processing
* improve explanation
2018-10-17 22:08:18 +02:00
vis2k
4860e365fb
NetworkHash128 replaced with Guid, with the NetworkIdentity serializa… ( #81 )
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* NetworkHash128 replaced with Guid, with the NetworkIdentity serialization trick (by storing it as string, but still sending it as Guid over the network, hence 16 instead of 64 bytes bandwidth)
* Remove test message again
* Avoid 'new Guid("")'
2018-10-17 09:46:24 +02:00
Paul Pacheco
470afff4e3
Throw an appropriate exception ( #82 )
2018-10-17 09:28:11 +02:00
Paul Pacheco
a49000a39f
Simplify conditional
2018-10-16 23:00:22 -05:00
Paul Pacheco
9f51c51330
Ignore reports from MFractor
2018-10-16 22:34:34 -05:00
Paul Pacheco
118e961847
Alpha should not change
2018-10-16 22:25:14 -05:00
Paul Pacheco
27e8d381ab
Connections cannot be null, remove redundant check
2018-10-16 11:36:30 -05:00
Paul Pacheco
37445979da
Replace NetworkInstanceId with uint ( #70 )
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* Replace NetworkInstanceId with uint
* Rename variable for clarity
* rename variable for clarity
* Assign 0 instead of new uint()
* Align variables
* Rename variable for clarity
* Renamed variable for clarity
* Fix opcode issue with uint netIdField
2018-10-16 15:30:46 +02:00
vis2k
f2d4fac170
NetworkIdentity.observers returns m_Observers directly without creating a new ReadOnlyCollection every time. This was a performance nightmare because we looped through observers all the time in NetworkServer.SendToObservers/SendToReady via observers[i], observers.Count, etc. Furthermore we don't even worry about ReadOnlyCollections in any other place. The user could clear and break all other collections all the time too.
2018-10-16 14:08:14 +02:00
vis2k
a754eaac4f
NetworkIdentity: replaced m_Observers and m_ObserverConnections lists with m_Observers Dictionary.
2018-10-16 13:15:08 +02:00
vis2k
998029fa6e
Update README.md
2018-10-16 10:48:06 +02:00
vis2k
f4f6bc1b16
Removed unused NetworkScene.DumpAllClientObjects function
2018-10-15 20:43:49 +02:00
vis2k
84ce1c5c82
Removed unused NetworkIdentity.AddNetworkId function
2018-10-15 20:39:25 +02:00
vis2k
b2cc89e3eb
Removed unused NetworkMessage.MaxMessageSize
2018-10-15 20:31:24 +02:00
vis2k
137b2a153d
Removed unused message types
2018-10-15 20:29:49 +02:00
Paul Pacheco
855e724304
Remove redundant null checks. ( #74 )
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* Remove redundant null checks.
Enforce that connections are added in AddConnection and removed with RemoveConnection.
Since connection cannot be null anymore, remove redundant null checks.
* Add connection after we added connection id
2018-10-15 18:21:30 +02:00
vis2k
e572417fbb
NetworkServer.connections list replaced with a Dictionary to remove all this 'fill list with null values until connectionId' magic
2018-10-15 15:53:27 +02:00