Commit Graph

141 Commits

Author SHA1 Message Date
Paul Pacheco
ca6224d238 4.x syntax 2019-01-30 07:37:53 -06:00
Paul Pacheco
63f6e40289 4.x syntax 2019-01-30 07:32:43 -06:00
Paul Pacheco
272ac79409 4.x syntax 2019-01-30 07:31:40 -06:00
Paul Pacheco
a0b5d15362 4.x object initialization syntax 2019-01-30 07:27:30 -06:00
Paul Pacheco
b67fe66a91 4.x syntax 2019-01-30 07:24:58 -06:00
Paul Pacheco
69f07547c7 4.x object initialization syntax 2019-01-30 07:22:19 -06:00
Paul Pacheco
4bc87f74fd 4.x syntax 2019-01-30 07:20:52 -06:00
Paul Pacheco
39385d15ee Reduce server CPU usage by limiting framerate 2019-01-29 19:23:41 -06:00
Paul Pacheco
1b915fbffb Now we can stop even while connecting.
In some transports (Ignorance),  when the player clicks "Connect",   the transport goes in Connecting state. If the player clicks Disconnect
the transport remains in Connecting state.

This gives the transport a chance to cancel the Connecting process.  This fix has been tested for quite some time in 2018 branch
2019-01-29 19:07:18 -06:00
Paul Pacheco
6c163d1a45 Fix NRE when disconnecting 2019-01-29 19:01:03 -06:00
vis2k
2e0c38aec8 Upgrade to Unity 2018.2.20f1 2019-01-29 22:44:24 +01:00
vis2k
b20cb4280c
Weave dll again. Plan B for #314 (#323)
* weaver as dll again

* add plugins/weaver folder with latest weaver dll

* Remove unnecessary Debug-Editor/Release-Editor configurations

* Remove old comment

* Build into Assets/Mirror/Plugins directly
2019-01-28 18:20:18 +01:00
vis2k
1a5ce38163
Dispatch Messages as Events - via UnityEvent (#350)
* Transport as events - via UnityEvent

* call RemoveTransportHandlers();

* hide event in inspector until we actually need them
2019-01-27 20:58:22 +01:00
Callum Ferguson
f98d3405f5 Fixed bug allowing one more than max connections to join (#349) 2019-01-27 11:12:40 +01:00
Paul Pacheco
ac07ac8941
Renamed class for clarity (#346) 2019-01-26 09:24:22 -06:00
Paul Pacheco
3a6b37c779
Assign transport in inspector (#344)
* Assign transport in inspector

* Update NetworkManager.cs

* Update NetworkManager.cs

* Update NetworkManager.cs

* Update NetworkManager.cs

* Move transport under NetworkInfo

* Updated scene with new properties
2019-01-26 08:20:33 -06:00
vis2k
90e8fabde9 ITransport converted to Transport as MonoBehaviour 2019-01-26 10:32:16 +01:00
vis2k
41a385afd8 NetworkServer HandleConnection: check if connectionId already in use 2019-01-25 15:02:57 +01:00
vis2k
e31a3a3c4d NetworkServer HandleConnection: >0 check added to fix #321 2019-01-25 15:00:26 +01:00
vis2k
fe02dcab4c Syntax 2019-01-24 20:00:09 +01:00
Paul Pacheco
9c990b938f Remove Network Manager Editor (#310)
* Remove Network Manager Editor

* Add reorderable list to prefabs

* Move Start On Headless to more logical place
2019-01-24 16:56:25 +01:00
vis2k
53fc33cce8 TelepathyTransport: added NoDelay option 2019-01-24 12:09:28 +01:00
vis2k
4f61dc9bc5 Updated Telepathy again. Forgot to check SendMessagesBlocking return value before. 2019-01-22 19:35:35 +01:00
vis2k
b3eb092878 NetworkTransformBase: remove unnecessary connectionToServer check 2019-01-22 16:34:12 +01:00
vis2k
98b786514c Telepathy updated to latest version (performance improvements under heavy load) 2019-01-22 15:45:10 +01:00
vis2k
e969fcf26c More #if fixes (again) 2019-01-21 14:38:53 +01:00
petris
15c5926041 Fix #if 2019-01-20 09:28:17 -06:00
vis2k
3396e56133 Telepathy updated to latest version (Stop always returns and .Active is definitely false afterwards) 2019-01-20 14:26:24 +01:00
vis2k
12f0ba6a64 NetworkTransformBase: fix interpolation being applied to a client's object that he had authority over. fixes #273 2019-01-18 17:50:43 +01:00
vis2k
1b90647f72 Pong: only simulate ball physics on server. Fixes #304 2019-01-18 17:34:59 +01:00
vis2k
32ed3cb540 Pong: Use OnStartServer instead of Server and ServerCallback 2019-01-18 17:32:03 +01:00
vis2k
c975d87310 Syntax 2019-01-18 17:30:30 +01:00
vis2k
4e6d44f3f7 Fix typo 2019-01-18 17:30:15 +01:00
vis2k
c0b2a74c11 Move NetworkReader.ReadMessage to the actual ReadMessage function 2019-01-18 13:09:58 +01:00
vis2k
ce8ede3db3
OnServerAddPlayer uses NetworkMessage parameter instead of NetworkReader. Removes last dependency on NetworkReader.ReadMessage (#307) 2019-01-18 13:08:19 +01:00
vis2k
183afac99a
move startOnHeadless to NetworkManager (#309) 2019-01-18 13:04:05 +01:00
vis2k
904535409d Updated Telepathy to latest version (big endian headers) 2019-01-18 13:00:13 +01:00
vis2k
1c83c74da0
Transport components (#308)
* Convert Transport to component; remove websockets property

* Improve warning

* Automatically add default Transport if needed

* Added Transports to scenes

* Move port to Transport

* Detected too late

* Interface

* Virtual transport property just in case

* HUD shows transport.tostring

* LLAPITransport UseWebsockets option

* Remove bindToIp and ServerStart(ip) parameter. let transport handle it if needed.

* TelepathyTransport.ToString

* Remove unused function

* LLAPITransport.ToString

* Don't duplicate ports

remote endpoint already has the port.
If you have ipv6, it will show like this:
```[::]:7777```
[::] is localhost in IPv6

If you have ipv4, it will show like this:
```127.0.0.1:7777```

* Removed unused labels

* Syntax

* Updated Telepathy to latest version

* localendpoint
2019-01-17 18:14:05 +01:00
vis2k
4cf35eb9cd Updated Telepathy to latest version 2019-01-17 18:02:44 +01:00
Paul Pacheco
d8bcbe0c62 Start on Headless is optional 2019-01-16 23:13:05 -06:00
vis2k
0ef7bc2c5a Revert NetworkClient.UpdateClients foreach because it causes an InvalidOperationException when stopping the client. 2019-01-17 01:21:33 +01:00
vis2k
6738d95b28 NetworkConnection: removed unused imports 2019-01-16 22:24:25 +01:00
vis2k
123dbe8cd8 NetworkBehaviour: remove unnecessary 'private' modifiers 2019-01-16 22:23:22 +01:00
vis2k
8844616c33 LocalClient: remove unnecessary 'private' modifiers 2019-01-16 22:17:23 +01:00
vis2k
4ece68d053 OnObjectSpawnFinished message split into OnObjectSpawnStarted + OnObjectSpawnFinished. Saves 2 bytes of bandwidth per client spawn, and makes the code more obvious. 2019-01-16 22:10:08 +01:00
vis2k
7e9ed33448 Use actual type 2019-01-16 22:01:39 +01:00
vis2k
6cea00db0e Use actual type 2019-01-16 22:00:04 +01:00
vis2k
663dedff81 Use foreach 2019-01-16 21:59:13 +01:00
vis2k
6104d5bafe Use actual types 2019-01-16 21:55:24 +01:00
vis2k
c95fc2bf23 Use foreach instead of for-int 2019-01-16 21:52:53 +01:00