vis2k
c1bfdea524
NetworkManagerTests: StartHost
2021-07-20 11:45:38 +08:00
vis2k
5cd3ad3ec0
missed a test
2021-07-19 11:44:27 +08:00
vis2k
d17156749d
feature: NetworkTransform 2 - Snapshot Interpolation ( #2791 )
2021-07-19 11:38:06 +08:00
MrGadget1024
ca4c2fd930
fix: Removed ServerAuthFailed from Basic Authenticator
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Doesn't do what I intended it to do...better solution needed.
2021-07-18 08:24:12 -04:00
vis2k
b268e61928
add comment
2021-07-18 12:23:04 +08:00
vis2k
f79eab5d20
feature: MatchInterestManagement ( #2837 )
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* feature: MatchInterestManagement component
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2021-07-17 10:54:48 +08:00
MrGadget1024
6242c618d5
Updated comment
2021-07-16 08:48:54 -04:00
vis2k
6d021c0875
fix: kcp2k V1.12 (updated)
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-> where-allocation now optional to handle platforms that don't support it
2021-07-16 20:31:34 +08:00
vis2k
d66d228079
fix: kcp2k V1.12
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- where-allocation removed. will be optional in the future.
- Tests: don't depend on Unity anymore
- fix : #26 - Kcp now catches exception if host couldn't be resolved, and calls
OnDisconnected to let the user now.
- fix: KcpServer.DualMode is now configurable in the constructor instead of
using #if UNITY_SWITCH. makes it run on all other non dual mode platforms too.
2021-07-16 13:10:05 +08:00
vis2k
69116bfeb2
fix: NetworkTime.UpdateClient uses double precision time for accuracy over days/weeks
2021-07-16 12:25:53 +08:00
Robin Rolf
d516280dca
fix: NetworkBehaviour dirty check uses double time ( #2839 )
2021-07-16 12:18:59 +08:00
vis2k
28bcce7f0f
fix log
2021-07-16 10:52:21 +08:00
vis2k
fecfcd3378
fix: SceneInterestManagement OnCheckObserver uses identity.gameObject instead of own gameObject
2021-07-16 10:46:49 +08:00
vis2k
02ad57cae8
fix: SceneInterestManagement OnSpawned uses identity.gameObject instead of own gameObject
2021-07-16 10:46:08 +08:00
vis2k
53b54f3dac
syntax
2021-07-16 10:45:08 +08:00
MrGadget1024
398824703d
Updated comments in ZoneHandler
2021-07-15 13:54:29 -04:00
MrGadget
a3e3543797
feat: Transport Exception Handling ( #2835 )
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* feat: Transport Exception Handling
Transports can raise OnServerError and OnClientError
Both are propagated up through NetworkServer & NetworkClient & NetworkManager
Virtual methods added to Network Manager and Template
Fixes : #2782
* Fixed typo
* Better handling of server error
* Updated template comments
* Updated comments in Transport base class
* Syntax
* Update Transport.cs
* Update NetworkServer.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-07-15 13:26:01 +08:00
MrGadget
32fdd5215f
fix: Prevent recursion overflow when stopping ( #2833 )
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* fix: Prevent recursion overflow when stopping
Calling StopServer from OnStartServer or StopClient from OnStopClient (or from user code invoked from those virtual methods) would create a recursion overflow.
This PR moves the setting of `isNetworkActive = false;` up above the virtual method calls in both cases, and adds a check to early out if false to prevent recursion and overflow.
Debug logs were also moved up nearer the top of the method.
Fixes : #2080
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-07-15 13:18:55 +08:00
MrGadget
8453a03bd4
fix: Reset lastPingTime ( #2832 )
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* fix: Reset lastPingTime
* Update Assets/Mirror/Runtime/NetworkTime.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-07-15 13:16:39 +08:00
vis2k
08c74deca0
fix : #2536 , #2834 - stop transport server even if dontListen in case it was enabled at runtime
2021-07-15 13:11:05 +08:00
MrGadget1024
8717b6082f
fix: Updated Compiler Symbols to MIRROR_43_0_OR_NEWER
2021-07-15 00:57:27 -04:00
MrGadget1024
35e41227d0
fix: Added empty version file
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This is a test to see if CI will fill it and include it in the Unity package.
2021-07-14 22:07:21 -04:00
MrGadget1024
0b4fd22c36
fix: Call StopDiscovery when stopping Host/Server/Client in DiscoveryHUD
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Fixes : #2477
2021-07-14 18:04:11 -04:00
vis2k
79024450f2
breaking: NetworkMatch component to hold matchId. Prepares for AOI2 match checker. ( #2831 )
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* NetworkMatch component
* NetworkMatchChecker currentMatch points to NetworkMatch.matchId
* NetworkMatchChecker.Update just like scene checker
* remove NetworkMatchChecker.matchId
* adjust tests
* fixed comments, simplified null check
Co-authored-by: MrGadget1024 <github@clevertech.net>
2021-07-14 23:46:09 +08:00
vis2k
fe36a83353
feature: SnapshotInterpolation algorithm ( #2824 )
2021-07-14 17:42:23 +08:00
vis2k
09cbc7e782
feature: DistanceInterestManagement custom range component
2021-07-14 11:31:45 +08:00
vis2k
99316d6ab9
fix: DistanceInterestManagement initial range check uses '<' instead of '<=' for consistency with the other range checks
2021-07-14 11:26:34 +08:00
vis2k
af03da01ff
syntax & comments
2021-07-14 11:06:26 +08:00
vis2k
7206c56a53
comments
2021-07-14 11:04:12 +08:00
Robin Rolf
99db407990
feat: SceneInterestManagement ( #2762 )
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* feat: Add OnSpawned/OnDestroyed events to interest management
* feat: SceneInterestManagement
2021-07-14 11:01:43 +08:00
Robin Rolf
3bc7572154
feat: Add OnSpawned/OnDestroyed events to interest management ( #2758 )
2021-07-14 11:01:13 +08:00
MrGadget1024
cdf6d2c901
fix: fixed naming typo
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#Fixes #2827
2021-07-13 18:47:55 -04:00
vis2k
5afc4e9eed
syntax
2021-07-13 19:53:20 +08:00
vis2k
368c08be63
remove comment
2021-07-12 19:43:14 +08:00
vis2k
d60ec59444
syntax
2021-07-12 19:42:07 +08:00
vis2k
3363162dd8
syntax
2021-07-12 19:40:47 +08:00
vis2k
dd716eb0c0
rename
2021-07-12 19:38:00 +08:00
vis2k
3e77166952
syntax
2021-07-12 19:37:28 +08:00
vis2k
f67caa2c1d
rename
2021-07-12 19:30:31 +08:00
vis2k
36a1411c4a
syntax
2021-07-12 17:23:55 +08:00
vis2k
7eccab0433
PreprocessorDefine: 42_0_OR_NEWER
2021-07-11 16:25:33 +08:00
vis2k
9b160bce5d
fix: FallbackTransport didn't propagate Early/LateUpdate
2021-07-10 14:37:54 +08:00
vis2k
b305741b4b
fix : #2822 - OnClientDisconnect wasn't called for host disconnect because LocalConnectionToServer wouldn't call OnTransportDisconnected ( #2823 )
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* test
* fix
2021-07-08 18:25:45 +08:00
vis2k
b1a2ade539
committed the wrong chang
2021-07-08 18:00:50 +08:00
vis2k
2c18d5d4ee
add comment
2021-07-08 17:41:58 +08:00
vis2k
1c23b70ca8
fix : #2818 NetworkClient Disconnecting state added. Disconnect now sets state to Disconnecting. OnTransportDisconnected doesn't early return anymore because state was == Disconnected already before. fixes OnClientDisconnect not being called for remote connections. ( #2821 )
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* fix : #2818 NetworkClient Disconnecting state added. Disconnect now sets state to Disconnecting. OnTransportDisconnected doesn't early return anymore because state was == Disconnected already before.
* add test
2021-07-08 16:59:14 +08:00
vis2k
57c0f70df8
NetworkClient.Disconnect: explicitly check against Connecting and Connected.
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prepares for Disconnecting state so we don't need to change this here.
2021-07-08 16:10:15 +08:00
vis2k
49eeb58af6
add comment
2021-07-08 16:06:38 +08:00
vis2k
0a7af48e6e
NetworkIdentity.SetupIDs: use GetPrefabStage(gameObject) for correctness ( #2781 )
2021-07-08 15:19:54 +08:00
vis2k
fb052a30b5
fix : #2793 - Interest Management V2 now offers SetHostVisibility overwriting ( #2813 )
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* InterestManagement.SetHostVisibility virtual
* NetworkServer uses it
* NetworkClient uses it
2021-07-08 13:36:27 +08:00