Paul Pacheco
0bc151bb27
Obsolete built in messages
2019-11-23 11:03:18 +09:00
Paul Pacheco
c669ff155d
perf: avoid allocation for error messages
2019-11-23 11:03:08 +09:00
vis2k
1c7c54305d
add missing meta file
2019-11-23 11:00:49 +09:00
Chris Langsenkamp
638b445744
Update Prefabs After LocalPlayerAuthority Removed
2019-11-23 10:59:52 +09:00
MrGadget
8cf6a0707e
feat: Script Templates ( #1217 )
...
* Add Script Templates
* Moved serialization section down
* Added comments to Awake & Start
* Capitalization
* meta files
* Added doc links and XML comments
2019-11-23 10:59:38 +09:00
Chris Langsenkamp
477028913a
Update Prefabs After LocalPlayerAuthority Removed
2019-11-23 10:59:21 +09:00
Chris Langsenkamp
1699335aaa
fixed comment
2019-11-23 10:59:12 +09:00
Paul Pacheco
d741baed78
feat: Pass all information to spawn handler ( #1215 )
2019-11-23 10:57:52 +09:00
ZacNorthBigBox
701f4f4183
fix: Pass the name of the invoking class and desired command when an object has no authority. ( #1216 )
2019-11-23 10:57:45 +09:00
Paul Pacheco
2c58902357
Code style
2019-11-23 10:57:40 +09:00
Paul Pacheco
2081a757ea
Remove unused connection id cache
...
Good find by MrGadget
2019-11-23 10:57:32 +09:00
Paul Pacheco
2d4d4109bb
Make list cache readonly
2019-11-23 10:57:25 +09:00
Paul Pacheco
c2096d0fb7
Available transport is determined at connection time ( #1213 )
...
* Available transport is determined at connection time
* Update MultiplexTransport.cs
2019-11-23 10:57:11 +09:00
Paul Pacheco
ce305d95fc
Removed unused code
2019-11-23 10:57:09 +09:00
Paul Pacheco
15e03d9bbf
Removed unused code
2019-11-23 10:57:06 +09:00
Paul Pacheco
7ba4bc3590
use C# formatter
2019-11-23 10:56:53 +09:00
Paul Pacheco
09f6892c55
feat: An authenticator that times out other authenticators ( #1211 )
...
* feat: An authenticator that times out other authenticators
* Clean up some spaces
* Add tooltip for timeout
Disable timeout with 0
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Remove space
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* use float for time
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
2019-11-23 10:56:51 +09:00
Chris Langsenkamp
d821013deb
Added HelpURL to NetworkBehaviour
2019-11-23 10:56:22 +09:00
Chris Langsenkamp
e33f2e84cb
Updated summary comments
2019-11-23 10:56:04 +09:00
Paul Pacheco
bf9eb610dc
feat: NetworkConnection is optional for handlers ( #1202 )
...
* feat: NetworkConnection is optional for handlers
* make NetworkConnction optional in handlers
2019-11-23 10:52:24 +09:00
Paul Pacheco
12fd2ae6fc
Remove redundant namespace
2019-11-23 10:52:12 +09:00
Paul Pacheco
236dcb6734
remove redundant type parameter
2019-11-23 10:52:02 +09:00
Paul Pacheco
1531281516
Enforce proper type for connectionToClient
2019-11-23 10:51:50 +09:00
vis2k
db99dd7b3d
fix: when modifying a prefab, Unity calls OnValidate for all scene objects based on that prefab, which caused Mirror to reset the sceneId because we only checked if a prefab is currently edited, not if THIS prefab is currently edited
2019-11-03 14:33:59 +01:00
vis2k
188b74edd6
Fallback Transport ( #1198 )
...
* Fallback Transport
* doc
* doc
* help URL
* exception
* fixed help url
2019-11-03 00:04:59 +01:00
Paul Pacheco
f70a2ac702
refactor: Simplify spawn message ( #1195 )
...
* refactor: Simplify spawn message
* Update Assets/Mirror/Runtime/Messages.cs
* fix brainfart
* consolidate spawning logic
* simpler find
* remove unnecesary private keyword
* Remove redundant else
2019-10-31 10:07:37 +01:00
vis2k
6765da2387
Make Transport.Available() abstract ( #1194 )
...
* Make Transport.Available() abstract
* better
2019-10-30 13:02:07 -07:00
vis2k
7fe8888df5
perf: MultiplexTransport: avoid Linq allocations that would happen on every packet send because Send calls .ServerActive() each time
2019-10-30 20:18:02 +01:00
Paul Pacheco
40f50ac908
breaking: Remove localPlayerAuthority ( #1192 )
...
* breaking: Remove localPlayerAuthority (#1188 )
* breaking: Remove localPlayerAuthority
This flag does not do anything useful in anything but NetworkAnimator
so NetworkAnimator can keep it's own flag.
* Add tooltip with explanation
* Editor should no longer access localPlayerAuthority property
2019-10-30 18:13:25 +01:00
Paul Pacheco
7df3ce37d1
fix: Don't throw exception getting address
2019-10-30 09:30:58 -07:00
Paul Pacheco
6cbef06e00
Simplify editor a bit
2019-10-30 05:49:04 -07:00
vis2k
d9afbfe4c9
rename 'owner' to 'isLocalPlayer' to prepare to be less confusing ( #1185 )
2019-10-27 16:30:06 +01:00
vis2k
27daf3fb0b
remove old comment
2019-10-27 15:01:21 +01:00
Paul Pacheco
8931944005
Destroy objects owned by this connection when disconnecting ( #1179 )
...
* Destroy objects owned by this connection when disconnecting
* How did this get here?
* Simplify keeping track of owned objects
2019-10-27 14:55:12 +01:00
Paul Pacheco
4d9e5809ee
tests: unit test local connections ( #1184 )
2019-10-27 14:47:06 +01:00
Paul Pacheco
f94adbf09b
refactor: local connections maintain their own queue ( #1183 )
...
* refactor: local connections maintain their own queue
* pass message to the counterpart connection
* Update LocalConnections.cs
* Update LocalConnections.cs
2019-10-27 14:09:54 +01:00
MrGadget
2d13512642
Remove redundant force authority ( #1180 )
2019-10-26 10:38:29 +02:00
Paul Pacheco
8d886ecf69
Remove leftover xmldoc parameter
2019-10-25 23:38:33 -05:00
Paul Pacheco
2ae5f0ddfc
Make sure we use a connection to client for clientAuthorityOwner
2019-10-25 23:09:19 -05:00
Paul Pacheco
24a7968cc2
refactor: Split NC for clients and servers ( #1175 )
...
NetworkConnection has been broken down into:
NetworkConnection
NetworkConnectionToClient
NetworkConnectionToServer
This way each class does one thing only, instead of trying to accommodate client and server functionality in the same class.
I can't go any further than this without breaking a lot of code. Ideally we would move the connectionId down to NetworkConnectionToClient, but that will result in a lot of breaking changes.
2019-10-25 23:01:54 -05:00
MrGadget
51653ed811
Remove Authority Set ( #1178 )
2019-10-25 13:13:57 +02:00
Paul Pacheco
1ec8910575
perf: allocation free syncdict foreach, fix #1172 ( #1174 )
2019-10-23 08:40:55 -05:00
Paul Pacheco
13e4e6fe3a
refactor: make it clearer that connection id is 0 or possitive
2019-10-23 07:21:20 -05:00
Paul Pacheco
035e6307f9
perf: allocation free enumerator for syncsets, fixes #1171 ( #1173 )
2019-10-23 11:36:52 +02:00
Paul Pacheco
ade7e76f45
This method should never be used by users
2019-10-22 20:23:48 -05:00
Paul Pacheco
745ef89e8c
make it clearer that connection id can't be -1
...
It was already impossible for he connection id to be -1
So make it clear.
Also make sure the connection id cannot change
2019-10-22 19:48:51 -05:00
Paul Pacheco
c0a7c8a6db
Users should never be creating NetworkConnections directly
2019-10-22 19:44:54 -05:00
Paul Pacheco
9dea4856ac
obsolete: Players should not really use connectionId
2019-10-22 18:46:36 -05:00
MichalPetryka
4ffd5a2e06
perf: Custom IEnumerator for SyncLists to avoid allocations on foreach ( #904 )
...
* Custom IEnumerator for SyncLists to avoid allocations on foreach
* add comments and benchmark
* remove unnecessary 'private'
* syntax
2019-10-22 17:41:09 +02:00
Paul Pacheco
60b2dcb94b
refactor:use ToString() to display connections ( #1170 )
2019-10-22 08:34:19 -05:00
vis2k
0a22e61787
add comment
2019-10-22 15:10:25 +02:00
Paul Pacheco
94eda38803
feat: Remove Command shortcut for host mode ( #1168 )
2019-10-22 10:13:27 +02:00
Paul Pacheco
22b45f7a11
perf: Use RemoveAt to remove elements from lists
2019-10-21 02:20:51 -05:00
vis2k
12c5a8fdc3
Revert "feat: Add Timeout to NetworkAuthenticator ( #1091 )"
...
This reverts commit e8cc9ba27b
.
2019-10-20 20:12:14 +02:00
MrGadget
e8fac8aba5
fix: Suspend server transport while changing scenes ( #1169 )
...
* Suspend transport
* fixed typo
2019-10-20 11:54:43 -05:00
MrGadget
e8cc9ba27b
feat: Add Timeout to NetworkAuthenticator ( #1091 )
...
* Add timeout to NetworkAuthenticator
* Added back the using Vis removed
* updated doc
* Typo
2019-10-20 11:23:34 -05:00
MrGadget
1fc1ed2708
fix: Don't give host player authority by default ( #1158 )
...
* Don't give host player authority by default
* Same when removing authority
2019-10-20 18:01:00 +02:00
Paul Pacheco
eb51da0b72
simplify tests
2019-10-19 11:29:52 -05:00
Lymdun
8be06fc453
Fix comments ( #1167 )
2019-10-19 10:06:30 -05:00
Paul Pacheco
2db9520b54
Cleaned up some tests
2019-10-19 10:05:30 -05:00
MichalPetryka
0fde090bf2
SyncList custom Equality Comparer support ( #1146 )
2019-10-19 16:02:08 +02:00
Paul Pacheco
9cb309e5bc
feat: Users may provide custom serializers for any type ( #1153 )
...
* feat: Users may provide custom serializers for any type
* Relax rules for rpc parameters to support user provided serializers
* Improve error messages
* Fixed component types
* Adjusted tests
2019-10-19 16:00:27 +02:00
MrGadget
ae5c92b40c
Rename includeSelf to includeOwner ( #1163 )
...
* Rename includeSelf to includeOwner
* Renamed isSelf too
2019-10-19 09:47:17 +02:00
MrGadget
11b3cce123
Refresh Data For Preview Window ( #1161 )
2019-10-19 09:41:06 +02:00
MrGadget
0295522d5a
Prevent NRE ( #1162 )
2019-10-19 09:39:46 +02:00
MrGadget
039abfcc81
Remove unnecessary virtuals ( #1156 )
2019-10-18 08:09:27 -05:00
MrGadget
c3fcf9117c
Update NetworkClient.cs
...
updated comment
2019-10-18 00:27:34 -04:00
Paul Pacheco
d8ce80fe0e
fix: don't call hook in host if no change, fixes #1142 ( #1143 )
...
* fix: don't call hook in host if no change, fixes #1142
* Update Assets/Mirror/Editor/Weaver/Processors/SyncVarProcessor.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* avoid hook calls for GO and NI in host
* Update Assets/Mirror/Editor/Weaver/Processors/SyncVarProcessor.cs
* Remove check from SetSyncVarGameObject
2019-10-17 09:31:31 +02:00
Paul Pacheco
34c419ee07
Update NI and GO fields for ease of use ( #1154 )
2019-10-17 09:30:29 +02:00
MrGadget
61428382f4
Make playerData public to get rid of Unity's warning ( #1152 )
2019-10-16 21:16:46 +02:00
MichalPetryka
0f951858c5
feat: SyncSet custom Equality Comparer support ( #1147 )
2019-10-15 09:07:15 -05:00
MichalPetryka
84555bc9d0
Fix invalid exception usage ( #1148 )
2019-10-14 19:39:00 +02:00
MrGadget
fd43c67d68
fix: Prevent Compiler Paradox ( #1145 )
...
* Prevent Compiler Paradox
* Change platform to Editor Only
* added new line at EOF
2019-10-14 07:32:24 -05:00
Paul Pacheco
ae2f5cb7d8
Make field readonly
2019-10-14 07:23:40 -05:00
Paul Pacheco
85faddfdd0
Remove unused, obsolete private method
2019-10-14 07:20:47 -05:00
Paul Pacheco
ec5434b087
Method should be static
2019-10-13 16:20:56 -05:00
Paul Pacheco
95138427f3
perf: avoid boxing for getting message id ( #1144 )
...
* perf: avoid boxing for getting message id
* Update Assets/Mirror/Runtime/MessagePacker.cs
Co-Authored-By: MichalPetryka <35800402+MichalPetryka@users.noreply.github.com>
* Update Assets/Mirror/Runtime/NetworkConnection.cs
Co-Authored-By: MichalPetryka <35800402+MichalPetryka@users.noreply.github.com>
2019-10-13 15:57:39 -05:00
Chris Langsenkamp
d5e3e56c78
Fixed HelpURL
2019-10-09 01:41:54 -04:00
MrGadget
bcc6af8527
Simplify Jump and reset player prefabs ( #1140 )
2019-10-08 09:35:08 +02:00
Chris Langsenkamp
98b6328f76
Merge branch 'master' of https://github.com/vis2k/Mirror
2019-10-07 06:41:35 -04:00
Chris Langsenkamp
86b5f565d0
updated comments
2019-10-07 06:41:12 -04:00
vis2k
231a384881
Telepathy updated to latest version
2019-10-07 10:43:47 +02:00
Chris Langsenkamp
1f2ff6b2c9
Code formatting
2019-10-05 10:13:13 -04:00
Chris Langsenkamp
d177df8f35
Changed to OnStartServer
2019-10-04 04:42:48 -04:00
Chris Langsenkamp
24052428e0
Removed unused Players object from scene
2019-10-04 04:25:18 -04:00
Paul Pacheco
c85d0df533
fix: webgl build fix #1136 ( #1137 )
2019-10-03 01:05:28 -05:00
MrGadget
5dfc85931f
Obsoletes OnServerAddPlayer ( #1134 )
...
* Obsoletes OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)
* Fixed NetworkManager
* Fixed Pong
* Fixed Room
* Wrapped call in warning suppressors
* Improved comments
2019-10-02 10:26:19 +02:00
MrGadget
e73185932a
Updated Basic Example ( #1135 )
...
* Updated Basic Example
* Added more comments
* addes more comments
2019-10-01 21:52:36 -05:00
Paul Pacheco
77ec19c0dd
docs: update links to new add player documentation
2019-10-01 11:56:43 -05:00
Paul Pacheco
c0417e3788
docs: explain what TargetRpcProcessor does
2019-10-01 06:58:13 -05:00
Paul Pacheco
af6be4fe41
docs: explain what RpcProcessor does
2019-10-01 06:58:13 -05:00
Paul Pacheco
b0a67041d8
docs: explain what CommandProcessor does
2019-10-01 06:58:13 -05:00
vis2k
ed572da6a0
fix: NetworkBehaviourInspector wouldn't show SyncMode if syncvars / syncobjects were only private
2019-10-01 11:47:12 +02:00
Paul Pacheco
c24a73f6c9
fix: syncvars in commands work again ( #1131 )
...
* fix: syncvars in commands work again
2019-09-30 22:13:34 -05:00
Paul Pacheco
fb15c56d39
refactor: we no longer replace methods
2019-09-30 21:23:44 -05:00
Paul Pacheco
5ecd646134
fix: TargetRpc now works accross assemblies ( #1130 )
...
similar to #1128 but for TargetRpc
2019-09-30 21:19:32 -05:00
Paul Pacheco
13dbcb9f35
fix: ClientRpc methods now work accross assemblies ( #1129 )
...
Similar to #1128 but for client rpc
2019-09-30 21:17:30 -05:00
Paul Pacheco
d8a98d8d99
fix: Cmds can be called from child classes in other assemblies
...
fix #1108
2019-09-30 20:51:34 -05:00
vis2k
3831cbddbe
fix: Telepathy fix a bug where calling Disconnect while connecting to a dead end would freeze Unity because .Join would wait forever. Interrupt fixes it.
2019-09-30 19:30:13 +02:00
Chris Langsenkamp
82ebf44ae6
updated xml comments
2019-09-29 20:19:20 -04:00
Chris Langsenkamp
5f034bf3da
Added XML comments
2019-09-29 20:14:32 -04:00
Chris Langsenkamp
8e3f3c75de
Fixed XML comments
2019-09-29 18:08:24 -04:00
Paul Pacheco
32c75fe14c
Describe cleaner way to add customizable character ( #1090 )
...
* Describe cleaner way to add custom characters
* Update doc/articles/Guides/CustomPlayer.md
* Update doc/articles/Guides/CustomPlayer.md
* make example code clearer
* Update doc/articles/Guides/CustomPlayer.md
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update doc/articles/Guides/CustomPlayer.md
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update doc/articles/Guides/CustomPlayer.md
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update doc/articles/Guides/CustomPlayer.md
* Update doc/articles/Guides/CustomPlayer.md
* Apply suggestions from code review
2019-09-29 14:28:18 +02:00
vis2k
4ef6077d65
breaking: allocation free sends ( #1103 )
...
* so far
* websocket alloc free send
* keep old Pack name
* syntax
* LLAPI allocation free sends
* use ServerSend(list) for all
* multiplex send(list) based on https://github.com/vis2k/Mirror/pull/1118/files
* new mirror define
2019-09-29 13:34:15 +02:00
Paul Pacheco
c9f317ddee
feat: Websockets now give client address, fix #1121 ( #1125 )
2019-09-28 18:27:46 -05:00
Paul Pacheco
2cd36c8b58
Fix async warnings
2019-09-28 18:03:21 -05:00
Paul Pacheco
6402ecdf90
Fix xml docs
2019-09-28 17:52:46 -05:00
Paul Pacheco
dbafb2c56a
Get rid of warning
2019-09-28 17:49:27 -05:00
Paul Pacheco
5649cc6977
feat: profiler info is available in production builds
2019-09-28 16:54:22 -05:00
Paul Pacheco
65d81d6fb4
Transports now give the channel when receiving message ( #1124 )
...
* Transports now give the channel when receiving message
* Profile inbound messages channel id
2019-09-28 14:01:45 -05:00
vis2k
680d14338b
xmldocs too
2019-09-28 19:29:17 +02:00
vis2k
bc7e116a6e
feat: Transport can send to multiple connections at once ( #1120 )
...
* so far
* consider local conn
* internal Send(list) to avoid obsolete later
* typo
* empty line
2019-09-28 19:08:58 +02:00
vis2k
3c9459b60c
NetworkConnection.ValidatePacketSize
2019-09-28 17:02:06 +02:00
vis2k
e6a20a5ef0
just Send
2019-09-28 16:13:07 +02:00
vis2k
55698162c9
merge it ( #1119 )
2019-09-28 09:02:19 -05:00
Paul Pacheco
2696ee20f4
Use local connection send method
2019-09-26 19:09:22 -05:00
Paul Pacheco
15098d59ea
Add todo comment
2019-09-26 19:06:18 -05:00
Paul Pacheco
55c9bb625a
fix: pack works if message is boxed
2019-09-26 18:54:11 -05:00
MrGadget
9bce5a84e8
Remove Host Migration cruft ( #1114 )
...
* Remove Host Migration cruft
* Deprecated instead of removed.
2019-09-25 18:49:25 -05:00
MrGadget
85e607088a
Make RemoveClientAuthority easier to use ( #1113 )
...
* Make RemoveClientAuthority easier to use
* Added back the returns...oops
2019-09-25 13:45:18 -05:00
Paul Pacheco
db2e1488c1
fix #1096 move xmldocs to docs
2019-09-24 22:42:02 -05:00
MrGadget
7dfaf05cee
Unity 2018.4.9 changes ( #1111 )
2019-09-24 15:48:41 -05:00
Paul Pacheco
db8310f838
fix: Sync full netAnimator for new clients, fix #980 ( #1110 )
2019-09-24 09:35:24 -05:00
Paul Pacheco
d91b387bb2
fix(weaver): fix #796 , reload assemblies after initial import ( #1106 )
...
* fix: fix #796 , reload assemblies after initial import
* Do not weave assemblies that aren't compiled yet
* Update CompilationFinishedHook.cs
* Update CompilationFinishedHook.cs
* Use SessionState instead of env variable
2019-09-24 08:43:55 +02:00
Chris Langsenkamp
043cf29d0a
Fixed list items in comments
2019-09-23 03:26:41 -04:00
Chris Langsenkamp
97848e56fc
Updated links
2019-09-21 23:43:06 -04:00
vis2k
958fc256be
remove unused import
2019-09-21 22:44:55 +02:00
vis2k
633f7825ed
NetworkAuthenticator: OnStartServer/OnStartClient made virtual because not all authenticators need them.
2019-09-21 22:42:14 +02:00
vis2k
c3917cdf0b
NetworkAuthenticator: OnStartClient moved into client region
2019-09-21 22:41:07 +02:00
vis2k
a498bff511
syntax
2019-09-21 21:29:26 +02:00
vis2k
3a803c1c39
fix typo
2019-09-21 21:26:56 +02:00
MrGadget
99652b24f0
Reorder NetworkManager ( #1105 )
2019-09-21 11:50:55 -05:00
MrGadget
3e92f53a36
Update NetworkRoomPlayer.cs ( #1094 )
...
CmdChangeReadyState needs to be public
2019-09-21 09:25:01 -05:00
Paul Pacheco
a351879f91
perf: avoid boxing if there is no profiler
2019-09-21 08:19:07 -05:00
vis2k
4a13773dbc
remove old comment
2019-09-21 10:47:34 +02:00
Chris Langsenkamp
760b5284b9
Fixed obsoletes and comments
2019-09-20 20:31:41 -04:00
Paul Pacheco
5985e6d641
GetRpcMethod does not need an instance
2019-09-19 23:31:43 -05:00
Paul Pacheco
bc87649be6
Don't report out messages if there are no recipients
2019-09-19 23:27:34 -05:00
Paul Pacheco
e742ffad4b
Messages must be public for profiler
2019-09-19 23:26:50 -05:00
Paul Pacheco
838d4f019f
fix: Fix error scene error message in host mode
...
When using online scene and starting host mode, users were getting:
```
Closing connection: 0. Received message Mirror.SceneMessage that required authentication
```
2019-09-18 18:13:26 -05:00
MrGadget
e88316f336
Rename NetworkConnection.playerController to identity ( #1092 )
...
* change playerController to identity
* improved obsolete
* Obsolete comment
2019-09-18 10:32:26 +02:00
Chris Langsenkamp
9f09c21680
Revert "Remove add component from deprecated components ( #1087 )"
...
This reverts commit 8a99ab16e8
.
2019-09-17 23:23:13 -04:00
Chris Langsenkamp
6e4409b786
Fixed double-spaced bullets in docs
2019-09-17 20:34:26 -04:00
MrGadget
958e2ad612
Redefine SceneMessage ( #1093 )
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* Redefine SceneMessage
* Add obsolete method
* Removed SceneLoader
2019-09-17 22:59:16 +02:00
Paul Pacheco
7ac43cd56a
feat: Secure messages that require authentication, fixes #720 ( #1089 )
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* feat: Secure messages that require authentication, fixes #720
* Rename the parameter for clarity
* Update Assets/Mirror/Runtime/MessagePacker.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update Assets/Mirror/Runtime/MessagePacker.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
2019-09-17 22:16:37 +02:00
MrGadget
56bcb02c15
feat: Authentication Framework ( #1057 )
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* Component-based Authentication
* Capitalized IsAuthenticated
* Added isAuthenticated to NetworkConnection
* Removed activeAuthenticator as unnecessary
* Removed unnecessary using
* Added more comments
* Documentation
* Added cs to code blocks in doc
* fixed typo in doc
* Doc improvements
* Fixed another typo in doc
* Removed HideInInspector
* Updated doc and image
* Fixed comment
* Added inspector header and tooltips
* Fixed typo
* Add AuthenticationData object
* Add a bullet point in the doc about AuthenticationData
* Updated screenshot image
* Added HelpURL attribute
* Added Initializers for both Server and Client
* Fixed doc grammar and phrasing
* Forgot to add the ClientInitialize in StartHost
* Updated doc with info about the initializers
* Changed initializers from bool to void.
* Eliminated the abstract model and renamed to NetworkAuthenticator and made all methods virtual
* Fixed comment
* Fixed typo
* Doc cleanup
* Doc Cleanup
* authenticator RemoveAllListeners in StopServer and StopClient
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Changes requested by Vis
* reverted conflicting change
* Revert "reverted conflicting change"
This reverts commit f65870e073
.
* UnityEditor.Undo.RecordObject
* made the name camelCase
* Added internal methods and On prefix to methods
* Reverted this change so it can be done in a separate PR
* Moved authenticator calls to after runInBackground
* Add built-in timeout feature
* Changed UnityEditor.Undo.RecordObject to use gameobject
* Convert to Abstract, add Basic Authenticator, update docs.
* Removed timeout, against my better judgement.
* Removed the rest of timeout, still against my better judgement
* Fixed event listener mappings
* Renamed and consolidated methods
* updated doc and image
* made OnClientAuthenticate and OnServerAuthenticate abstract
* Updated Debug log msgs
* changed to authenticator != null
* Renamed to NetworkAuthenticator
2019-09-17 10:41:04 +02:00
Paul Pacheco
e67035e971
Add profiler hooks ( #1086 )
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* Add profiler hooks
* Polish API a bit
Now if we want to add more fields, we can do so without
breaking profilers
* Provide documentation for the profiler data
* Use -1 channel until we implement this feature
* Use C# events instead of UnityEvent
* Simplify message info structure
* Renamed class
* Send -> OnSend
Receive -> OnReceive
* Update Assets/Mirror/Runtime/NetworkConnection.cs
* Update Assets/Mirror/Runtime/NetworkDiagnostics.cs
Co-Authored-By: vis2k <info@noobtuts.com>
* Update NetworkDiagnostics.cs
2019-09-17 08:45:51 +02:00
MrGadget
8a99ab16e8
Remove add component from deprecated components ( #1087 )
2019-09-16 22:14:02 -05:00
vis2k
229e5e8d6e
remove trailing whitespace
2019-09-15 19:04:33 +02:00
vis2k
524abfc5e8
fix: NetworkManager OnValidate wouldn't properly save the automatically added Transport before because Undo.RecordObject is needed for that now.
2019-09-15 19:04:33 +02:00