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 )
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* 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