Commit Graph

6263 Commits

Author SHA1 Message Date
mischa
b5a348519e LatencySimulation: QueuedMessage strongly typed constructor 2024-09-21 16:32:36 -04:00
MrGadget
8015350cbb feat(NetworkServer): Improves RemovePlayerForConnectsion (#3833)
* feat(NetworkServer): Improves RemovePlayerForConnectsion
- Replaces `destroyServerObject` with `RemovePlayerOptions`
- Option to keep the player object on server and clients
- Obsoletes old method by calling new method with correct option
- Examples and Tests updated

* Fixed mistake

* Default to DoNothing

* Fixed comments

* Requested Changes

* Fixed gammar
2024-09-21 16:32:36 -04:00
MrGadget
11d65cea34 Added Empty AddComponent attribute to Example scripts 2024-09-21 16:32:36 -04:00
MrGadget
246a95262d Assigned Mirror icon to Common scripts 2024-09-21 16:32:36 -04:00
MrGadget
1b7b20ad52 Deleted other PlayerCamera scripts in favor of Common 2024-09-21 16:32:36 -04:00
MrGadget
bef8245ef2 Updated Example Player Prefabs to use Common PlayerCamera 2024-09-21 16:32:36 -04:00
MrGadget
90000c84ba Moved PlayerCamera to Common 2024-09-21 16:32:36 -04:00
miwarnec
14d2017229 PredictionUtils: Destroy Source is now optional 2024-09-21 16:32:36 -04:00
MrGadget
49c66ccae5 Renamed WeaverSyncVarTests.SyncVarsCanBeArray 2024-09-21 16:32:35 -04:00
mischa
f51b7878f6 fix(LatencySimulation): implement PortTransport since almost all underlying Transports are PortTransports (#3830)
* fix(LatencySimulation): implement PortTransport since almost all underlying Transports are PortTransports

* Update Assets/Mirror/Transports/Latency/LatencySimulation.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Transports/Latency/LatencySimulation.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

---------

Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2024-09-21 16:32:35 -04:00
MrGadget
306052569a fix(NetworkManager): OnGUI DEBUG only 2024-09-21 16:32:35 -04:00
MrGadget
af9994ba57 fix(WeaverAssembler): Silence Obsolete Warning (#3826)
We have #3630 for this...silence warning until Unity tells us what to use instead.
2024-09-21 16:32:35 -04:00
MrGadget
94330010c7 fix(NetworkRoomManager): Hashset instead of List 2024-09-21 16:32:35 -04:00
mischa
23b700d287 KcpTransport: reuse IPEndPoint.PrettyAddress extension 2024-09-21 16:32:35 -04:00
mischa
ba219f7e41 Extensions: IPEndPoint.PrettyAddress 2024-09-21 16:32:35 -04:00
mischa
021ac0b488 Telepathy: moved GetClientAddress exception handling from Transport into Telepathy itself 2024-09-21 16:32:35 -04:00
mischa
14ed0696ec KcpTransport: simplify double ternary for readability 2024-09-21 16:32:35 -04:00
JesusLuvsYooh
8867000315 Fancy camera for couch coop example, and player list. (#3821) 2024-09-21 16:32:35 -04:00
mischa
d94db58c49 fix(NetworkConnection): batches are now properly returned to NetworkWriterPool before destroying the connection (#3815) 2024-09-21 16:32:35 -04:00
mischa
4cb665d3aa fix(NetworkTransform): Awake now also configures syncInterval and syncScale, in case OnValidate wasn't called 2024-09-21 16:32:35 -04:00
mischa
a94718f404 fix(Kcp): V1.41 [2024-04-28]
- fix: KcpHeader is now parsed safely, handling attackers potentially sending values out of enum range
- fix: KcpClient RawSend may throw ConnectionRefused SocketException when OnDisconnected calls SendDisconnect(), which is fine
- fix: less scary cookie message and better explanation
2024-09-21 16:32:35 -04:00
MrGadget
15002c8a44 fix(NetworkServer): Spawn for owner client even when Force Hidden (#3809)
Interest Management does this in Rebuild, but without IM involved, we need to handle this case in RebuildObserversDefault
2024-09-21 16:32:35 -04:00
MrGadget
9e7b82135c fix(SyncObjectCollectionField): Pretty SyncCollection Name (#3808)
* fix(SyncObjectCollectionField): Pretty SyncCollection Name

* char typo

* backward compatibility

* Use RegEx.Replace
2024-09-21 16:32:35 -04:00
mischa
4a1be60ad7 syntax 2024-09-21 16:32:35 -04:00
mischa
78d511f65f NetworkReader/WriterPool: expose Count for testing 2024-09-21 16:32:35 -04:00
mischa
16e2cfab2f fix(Edgegap Hosting): ssl updates (b721722b51) 2024-09-21 16:32:35 -04:00
mischa
89bf1ed6b2 Revert "breaking(NetworkTransform): Use Flags enum for Sync and Interpolation (#3751)"
This reverts commit b89fd6b8ba.
2024-09-21 16:32:35 -04:00
mischa
ee283e8403 Revert "fix(NetworkTransformBase) Debug Options Dropdown"
This reverts commit 7c3b0c12ca.
2024-09-21 16:32:35 -04:00
mischa
94515e6c4a Revert "fix: Examples updated with new NT settings (#3810)"
This reverts commit 4be7d0ca3a.
2024-09-21 16:32:35 -04:00
mischa
849a293b94 feature: SpatialHashing3D for XYZ to include vertical axis in checks (#3814)
* Grid3D

* comment

* feature: SpatialHashing3D for XYZ to include vertical axis in checks

---------

Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2024-09-21 16:32:35 -04:00
JesusLuvsYooh
de870f3d67 fix: Examples updated with new NT settings (#3810)
* 2019 checkpoint of NT Example refresh

To-Do TankTheftAuto in 2022, as they're newer prefabs.
Then test everything.

* 2022 NT Prefabs updated for examples.
2024-09-21 16:32:35 -04:00
MrGadget
e66ab94abe chore(NetworkTransform): Additional Settings Headers 2024-09-21 16:31:35 -04:00
MrGadget
05af4e9101 chore(NetworkTransform): Additional Settings Headers 2024-09-21 16:31:35 -04:00
MrGadget
5c2c7d11c2 chore(SpatialHash): Debug Settings Header 2024-09-21 16:31:35 -04:00
mischa
c41c57032f fix(SyncVars): GetSyncVarNetworkBehaviour now validates componentIndex and logs detailed error instead of IndexOutofRangeException 2024-09-21 16:31:35 -04:00
mischa
b8808c6d35 fix(NetworkTransform): assign target to self if not assigned yet in Awake. Fixes NetworkTransformBase.Construct NRE if OnValidate was never called 2024-09-21 16:31:35 -04:00
MrGadget
311edc09aa chore: Updated AddComponentMenu attributes 2024-09-21 16:31:35 -04:00
mischa
e01b618dcb fix(Pool): Return now checks for null entries to avoid nulls creeping into the pool 2024-09-21 16:31:35 -04:00
MrGadget
5f0c2467fb fix(NetworkTransformBase) Debug Options Dropdown 2024-09-21 16:31:35 -04:00
MrGadget
5882674b8f chore(NetworkDiagnosticsDebugger): Mirror icon 2024-09-21 16:31:35 -04:00
MrGadget
e19608e636 chore(NetworkTransform): Fixed AddComponentMenu (Obsolete) 2024-09-21 16:31:35 -04:00
MrGadget
916e1017dc fix(NetworkRigidbody2D): Obsolete - Use NetworkRigidbodyReliable / NetworkRigidbodyUnreliable 2D instead 2024-09-21 16:31:35 -04:00
MrGadget
43ebd6906e chore(NetworkRigidbody): Fixed AddComponentMenu (Obsolete) 2024-09-21 16:31:35 -04:00
MrGadget
e14558aa4c chore(NetworkTransformBase): Removed Header attributes 2024-09-21 16:31:35 -04:00
MrGadget
3ad83d6911 breaking(NetworkTransform): Use Flags enum for Sync and Interpolation (#3751)
* breaking(NetworkTransform): Use Flags enum for Sync and Interpolation
- retains public fields converted to readonly shortcuts to flag enum value
- breaking change because components would be reset to defaults.

This may not get merged to current NT, but could be applied to future versions.

* NetworkTransform2kTests: removed commented code

* Better Naming and Bandwidth Savings Flags

* Removed comment
2024-09-21 16:31:35 -04:00
MrGadget
461c111171 feat(Transport): Reimplement Transport Exception Actions (#3461)
* feat(Transport): Reimplement Transport Exception Actions

* Fixed Script Templates

* fix: Updated Network Transform Template

* fix(NetworkIdentity): Separate ResetState (#3742)

* fix(NetworkTransform): Separate ResetState
We should not have hijacked Unity's callback for runtime resets.

* Rename test too

* fix(InterestManagement): Separate ResetState (#3743)

* fix(InterestManagement): Separate ResetState
We should not have hijacked Unity's callback for runtime resets.

* Updated Template

* feat(NetworkTransform): Default Sync Direction = Client To Server (#3741)

* feat(NetworkTransform): Default Sync Direction = Client To Server
- This is done in Reset so Network Behaviour isn't effected.
- This will not change NT components already in place on objects / prefabs unless user manually chooses Reset in the inspector.

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformBase.cs

---------

Co-authored-by: mischa <16416509+miwarnec@users.noreply.github.com>

* Prediction: detect renderers in children

* Add missing replace handler override to NetworkServer (#3744)

* perf(BenchmarkIdle Example): Lowered spawn amount to 10k (#3745)

50k causes a long delay, and looks like Unity has initially frozen, even on beefy machines.
To prevent users from thinking this, and perhaps force closing, amount is lowered to something still crazy, but more reasonable. :)
- Nothing else has been touched

* fix(Room Example): Updated Reward Script
- Added Headers
- made `available` private with ReadOnly

* feat(NetworkClient): Add ReplaceHandler with channel param (#3747)

* breaking(NetworkClient): Remove NetworkConnection parameter from ReplaceHandler
There is only one connection on client.
Aligns with RegisterHandler that takes no NetworkConnection parameter.

* feat(NetworkClient): Add ReplaceHandler with channel param

* breaking(NetworkIdentity): Rename visible to visibility (#3748)

* breaking(NetworkIdentity): Rename visible to visibility

* Remove TODO comment

* Prediction: physics copy now has the correct layer assigned to fix predicted objects falling through the ground in games which use custom physics collision matrix

* Update Readme: prediction status

* fix(MirrorBenchmarkIdle): Spawn Amount Correction

* Prediction: disable log spam

* Prediction: fix wrong null check

* Prediction: catch errors

* Prediction: catch errors early

* chore(CI): RunUnityTests - updated unityVersions

* fix(Prediction): fix MoveColliders not copying isTrigger

* Prediction: make Move.* functions static for reuse later

* Prediction: MoveAllColliders helper for reuse

* fix(Prediction): now supports interest management by moving physics copy's components back onto self before destroying the physics copy

* Prediction: now supports colliders on children

* comments

* fix(Prediction): when copying child Colliders, copy their relative position/rotation/scale too

* fix(Prediction): child colliders now have the correct layer too

* oops

* Prediction: move GameObject/MonoBehaviour copying code into PredicitonUtils.cs

* Prediction: MovePhysicsComponents helper function

* Prediction: comments

* Prediction: collider materials are now copied too

* feat(SyncVar): Arrays are supported (#3750)

* feat(SyncVar): Arrays are supported

* Moved and revised SyncVarsCantBeArray test
- Now named SyncVarsCanBeArray
- thisShouldntWork renamed to thisShouldWork

* Prediction: support all Joints

* Prediction: add support for predicted objects which are children of parents with non-default scale

* perf(Team Interest Mgmt): Complete Overhaul (#3730)

* WIP

* perf(Team Interest Mgmt) Use Dictionary instead of spawned
This is better than iterating all spawned objects and doing TryGetComponent in Update.

* TeamIntMgmt WIP

* NetworkTeam SerializeField, no SyncVar

* Fixed Tooltip

* Removed SyncVar on forceShown

* Fixed issues per review

* Fixed comments and naming

* Remove ReadOnly

* PredictionUtils: Fixed pre-Unity 2022.3 errors

* PredictionUtils: Fixed pre-Unity 2020.3 errors

* chore(CI): RunUnityTests - updated unityVersion

* NetworkBehaviour: Improved comments

* Edgegap Hosting: updated to latest version for fixes and Websocket support

* PredictedRigidbody: improve logging

* Add network messages to lookup dict in network server replace handler (#3753)

* Add network mesages to lookup dict in network client replace handler (#3754)

* Prediction: rename DestroyCopies to DestroyGhosts for consistency

* syntax

* perf(Prediction): cache .transform getter because this is performance critical

* perf(Prediction): optimize LateUpdate because this shows in profiler! deep profiling: 93 objects, before=0.54ms, after=0.22ms => 2.5x faster!

* perf(Prediction): optimize ghosts. deep profiling: 93 objects before=0.08ms after =0.03ms!

* chore: RunUnityTest - upload-artifact@v4

* chore(CI): Semantic.yml - use v4 of github actions

* fix(MultiplexTransport): Better Startup Logging

* perf(PredictedRigidbody): next round of optimizations

* perf(Extensions): Add shim for transform.GetPositionAndRotation (#3755)

Doesn't exist in unity versions 2021.2 or earlier

* ThreadLog: more obvious prefix!

* fix(MultiplexTransport): Fixed log output

* KcpTransport: fixed ToString to match other transports

* fix typos

* fix(MultiplexTransport): Use TryGetValue for Lookups (#3758)

* NetworkManager: fixed comment

* Prediction: warn about not readable meshes

* NetworkTime: SendPing method added.

* fix(NetworkClient): Call NetworkTime.SendPing from OnTransportConnected (#3686)

* fix: fixing time not being sent on connect

client does not send ping if connecting to server within 2 seconds of starting, the new PingNow function will tell client to send the message right away instead of after lastPingTime+PingInterval

* Update Assets/Mirror/Core/NetworkTime.cs

* Update Assets/Mirror/Core/NetworkTime.cs

* Update Assets/Mirror/Core/NetworkClient.cs

* Update Assets/Mirror/Core/NetworkTime.cs

---------

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* SyncDictionary: Fixed typo in comment

* feat: NT-UR bit flag changed detection to lower bandwidth usage. (#3721)

* feat: NT-UR bit flag changed detection to lower bandwidth usage.

Also major credits to our Ninja.

* Tooltip updated

* fix: NT-Unreliable Quaternion Compression Fix

Credits to ninja of course :D

* NT-U new improvements

Credits to Ninja

* Nothing to see here..

* Added comment to Quat Rotation Fix

* Sensitivity check to improve value comparisons.

Without this, X 0 and X -4.955753E-07 (0) would trigger as a change of value.
Helps epsilon/floating point inaccuracies.

* Moved around checks.

rotationChanged not needed now for non-compressed bool, as we check individual rotation sensitivity changes.
We can move this inside quat compress check.

* Use Rot/All, not just RotX as a compress changed flag.

* Set Just Rot.

* Updated Reset to ResetState

* Fixing PR 3571/3572/3572 in this new bitflag branch

---------

Co-authored-by: ninjakickja <80569286+ninjakickja@users.noreply.github.com>

* fix(NetworkManager): FinishStartHost-Don't force localhost (#3759)

* perf(PredictedRigidbody): only record state if changed(!)

* perf(PredictedRigidbody): reduce sends to 1 Hz while idle(!)

* Prediction: expose physics copy components to inheriting classes

* fix(PredictedRigidbody): only show 'hard correcting because too old' warning if older than entire state history limit. not when starting to record only 2-3 entries yet.

* fix(PredictedRigidbody): fix host mode [FakeByte]

* perf(PredictedRigidbody): OnSerialize faster

* breaking: perf: change NB.syncVarDirtyBits to field (#3762)

@miwarnec saw the property showing up while profiling. Very much unnecessary, so lets change that to a field.
BREAKING: Changed NetworkBehaviour.syncVarDirtyBits from a "get-only" property to a field

* feat(NetworkAnimator): Default Sync Direction = Client To Server
- This is done in Reset so Network Behaviour isn't effected.
- This will not change NA components already in place on objects / prefabs unless user manually chooses Reset in the inspector.

* chore(CI): RunUnityTests - updated unityVersions

* chore(CI): RunUnityTests - updated unityVersion

* chore(CI): RunUnityTests - updated unityVersion

* fix(SWT): Improved logging in ClientHandshake
- Added hint to check Server Roles for handshake key mismatches

* feat(NetworkRigidbody): Default Sync Direction = Client To Server (#3764)

- This is done in Reset so Network Behaviour isn't effected.
- This will not change components already in place on objects / prefabs unless user manually chooses Reset in the inspector.

* PredictedRigidbody: add OnBeforeApplyState callback

* doc(ReadMe): Fixed sponsor link

* CanvasNetworkManagerHUD: fixed indent

* perf(Prediction): ghosts-on-demand(!)

* Prediction: sync angularVelocity too

* Prediction: better motion smoothing time

* Prediction: only set velocity if not kinematic

* Prediction: sync delta rotations too [FakeByte]

* fix(PredictedRigidbody): reduce-send-rate considers angular velocity now too!

* fix(Prediction): ConfigurableJoints' range of motion is now moved correctly

* fix: Safer version for FindAnyObjectByType (#3765)

Unity docs are a mess on when FindAnyObjectByType was implemented:
- 2021.3 says it is
- 2022.1 says it's not
- 2022.2 says it is

* chore(CI): RunUnityTests - updated unityVersions

* fix(Prediction): disable setting scale for joints since it causes issues with parenting

* feat: LagCompensator as convenience component that wraps all the Lag Compensation logic

* Update README.md

* LagCompensator: rename collider field to be more obvious in Inspector

* LagCompensator: preview notice

* refactor: NetworkServer DestroyObject(DestroyMode) logic moved to Unspawn() + Destroy to remove the DestroyMode parameter

* fix: NetworkServer.Destroy never destroys scene objects anymore since unlike prefabs, once they are gone we can never instantiate them again (#3771)

* fix: NetworkServer.Spawn now activates inactive GameObjects (for example, in case they were previously Unspawned)

* chore(CI): RunUnityTests - updated unityVersion

* Upgrade to Unity 2021.3.35 LTS

* MIRROR_88_OR_NEWER

* feat: EncryptionTransport (#3768)

* initial working transport

* code cleanup & transport wrap tests

* better connection tests

* Handle bouncycastle exceptions

* clean up usings

* Mirror icon :)

* list to allow for removing entries during loop

* Profiler sampling

* Unity 2019 compat

* code style

* pubkey validation

* use builtin aes engine selector

this is overly optimistic, as the hardware accelerated engine is only available on .net core 3 or higher

* Older unity version fix

* fix: EncryptionTransport uses KDF to ensure fixed size key (#3773)

* reset _time

* fix: EncryptionTransport use KDF to ensure fixed size key

* Expose pub key through transport

* Old Unity compat

* breaking: Asset Store Release
BREAKING CHANGE: Asset Store Release

* Removed empty folder meta

* chore: EncryptionTransport help url (#3774)

* fix: NetworkServer.Destroy now warns instead of throwing for null objects again

* fix: NetworkServer.OnCommandMessage NullReferenceException due to log message accessing a guaranteed-to-be-null value

* feat(Transport): IsEncrypted, EncryptionCipher virtuals

* feat: EncryptionTransport overrides IsEncrypted & Cipher (#3776)

* feat: SWT overrides Transport.IsEncrypted & EncryptionCipher (#3777)

TLS isn't technically correct, but there's no good way to get that info

* SimpleWebTransport: moved overrides down

* fix: #2503 Weaver Custom Read Write functions for Serialization not working over multiple assembly definitions

* chore(CI): RunUnityTests - updated unityVersion

* fix: EdgegapKcp StopHost() null reference exception (#3779)

see https://github.com/MirrorNetworking/Mirror/issues/3708

* fix(ILPostProcessorAssemblyResolver): Ignore Bee.BeeDriver
- There is now BeeDriver2, so using StartsWith

* PredictedRigidbody: make .predictedRigidbody accessible to other components!

* Examples: Prediction Benchmark with readme & current results

* readme changed from .txt to .md for formatting

* Prediction: syntax

* chore(CI): RunUnityTests - updated unityVersions

* PredictedRigidbody: OnDeserialize parsing grouped together (syntax change)

* PredictedRigidbody: syntax

* perf: PredictedRigidbody doesn't log hard correction when ahead anymore

* perf: Prediction.Sample() removed SortedList foreach iteration allocations(!)

* perf: PredictedRigidbody doesn't log "Separating Physics" anymore

* PredictedSyncData struct first step: same reads & writes

* perf: PredictedRigidbody syncs a blittable struct once instead of doing 5 separate reads/writes

* perf: PredictedRigidbody caches IsMoving sqr computations

* inlining

* perf: PredictedRigidbody FixedUpdate caches sqr computations

* perf: PredictedRigidbody RecordState only calls NetworkTime.time getter once

* perf: PredictedRigidbody state properties inlined

* perf: PredictedRigidbody RecordState only grabs count once

* prediction benchmark updated

* perf: PredictedRigidbody UpdateGhosting: only every few frames

* perf: PredictedRigidbody caches physics transform to use GetPositionAndRotation

* ProjectSettings resaved with current Unity version

* PredictedRigidbody: update hard follow commented code

* perf: PredictedRigidbody smoothFollowThreshold squared caching

* perf: PredictedRigidbody MoveTowardsCustom

* perf: PredictedRigidbody MoveTowardsCustom: only calculate distance factor once

* Prediction: RingBuffer perf comments

* feat: Edgegap Lobby Transport & Demo (#3780)

* feat: Edgegap Lobby Transport & Example

* Code Cleanup

* Rename data -> models

* Remove debug logs

* Log errors as OnClient/ServerError dont always log

* Only show joinable lobbies

* naming

* Transport help url

* old unity compat

* Unity 2020 compat as well

* Readme

* lobby name is required + correct placeholder

* Update lobby ui prefab too

* Lobby creation ui tweaks

* lobby url tooltip tweak

* Remove test lobby url

* chore: old unity compat for PredictedRigidbody (#3781)

* fix(EdgegapLobbyKcpTransport): Fixed HelpURL

* EncryptionTransportInspector: Fixed button label

* fix: Edgegap Lobby Create UI Tweaks (#3782)

* chore: Edgegap Lobby Create UI Tweaks

* 3 loading dots

* help urls

---------

Co-authored-by: mischa <16416509+miwarnec@users.noreply.github.com>
Co-authored-by: mischa <info@noobtuts.com>
Co-authored-by: Justin Nolan <justin@nolan.de>
Co-authored-by: JesusLuvsYooh <57072365+JesusLuvsYooh@users.noreply.github.com>
Co-authored-by: Robin Rolf <imer@imer.cc>
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
Co-authored-by: ninjakickja <80569286+ninjakickja@users.noreply.github.com>
Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2024-09-21 16:31:35 -04:00
MrGadget
d17cf19765 feat(MoveToAssetsFolder): Editor Script Moves ScriptTemplates to Assets (#3805)
- Ensures ScriptTemplates folder is in Assets root
- Allows ScriptTemplates folder to be included in Asset Store package under Mirror folder
- Only runs once when Unity first loads project via SessionState flag
2024-09-21 16:31:35 -04:00
MrGadget
61c35d84f6 feat(SyncSet): Added OnChange Action 2024-09-21 16:31:35 -04:00
MrGadget
1199a1b42d fix(SyncSet): AddOperation now properly handles oldItem 2024-09-21 16:31:35 -04:00
MrGadget
0867186289 feat(SyncList): Added OnChange Action 2024-09-21 16:31:35 -04:00