Commit Graph

5582 Commits

Author SHA1 Message Date
mischa
d0edb2d7a4 Unbatcher: Unity 2019 fix 2023-06-16 17:25:50 +08:00
mischa
fc561918a8 remove leftover comment 2023-06-16 17:19:03 +08:00
mischa
13fd7211e0
fix: Batching VarInt size header added to fix custom serializated NetworkMessages with size mismatch corrupting the next message in a batch (#3516)
* repro test

* Batcher, Unbatcher VarInt size prefix

* NetworkServer/Client adjusted

* add check

* fix tests

* Batcher: rename headersize

* NetworkMessages: MaxContentSize adjusted

* max size calculations adjusted

* fix tests

* Batcher.MaxMessageOverhead

* naming
2023-06-16 10:58:54 +02:00
mischa
6ac67b9b5f feature: NetworkRigidbody Benchmark demo 2023-06-16 12:26:59 +08:00
mischa
b49f5b39de fix: NetworkRigidbody/2D now uses .target's Rigidbody and supports child Rigidbodies 2023-06-16 10:42:39 +08:00
mischa
bbf1140fc9 NetworkRigidbody: MovePosition overwrite comments 2023-06-16 10:31:49 +08:00
mischa
84b408e377
feature: NetworkMessageId <> Type lookup and log function for debugging (#3515)
* feature: NetworkMessageId <> Type lookup and log function for debugging

* better to do in NC/NS
2023-06-16 03:48:08 +02:00
mischa
581d16eb75 Unbatcher: simplify GetNextMessage 2023-06-15 19:37:53 +08:00
mischa
54f6abb6ce feature: VarInt size prediction 2023-06-15 16:35:18 +08:00
mischa
cdf5edae0d syntax 2023-06-15 15:45:00 +08:00
mischa
321b68b2bc NetworkMessages: keep GetId<T> for convenience 2023-06-15 15:44:06 +08:00
mischa
4cb2e75d4f syntax 2023-06-15 15:36:19 +08:00
mischa
86064080f9 breaking: NetworkTransform renamed to NetworkTransformUnreliable for consistency 2023-06-15 15:27:33 +08:00
mischa
2c075c94ad wat 2023-06-15 15:10:38 +08:00
mischa
128da59c76 remove duplicate NetworkRigidbody scripts 2023-06-15 15:09:03 +08:00
mischa
627db15d4a NetworkTransform: moved all related scripts into one NetworkTransform folder 2023-06-14 17:57:28 +08:00
mischa
7e0e02f5d8
perf: NetworkRigidbody Reliable/Unreliable via NetworkTransform for smooth interpolation (#3510)
* RB

* fix clientauthority warning

* reset iskinematic and add a player to try local sync

* delete red ball, fix

* spawns multiplayer

* sc

* textmesh

* better

* better

* reset latency sim

* NetworkRigidbody folder

* syntax

* fix rese tflags

* 2D
2023-06-14 11:24:18 +02:00
mischa
8cd13328ca fix: NetworkBehaviourInspector 'had no target' warning 2023-06-14 17:21:45 +08:00
mischa
e5be10ff71 NetworkTransform: show Gizmos as WriteCube instead of solid Cube for easier visual debugging 2023-06-13 12:55:07 +08:00
mischa
f72d35987a Rigidbody Example: gray background so we can see overlays easier 2023-06-13 11:20:30 +08:00
mischa
62503601af Rigidbody Example: show time interpolation GUI 2023-06-13 11:20:30 +08:00
mischa
f89b9cbfae RigidbodyPhysics Example: fix missing component warnings 2023-06-13 11:20:30 +08:00
mischa
dbe8a37bcd
fix: Weaver runtime fuse to ensure weaving succeeded before starting Server/Client (#3509)
* fix: Weaver runtime fuse to ensure weaving succeeded before starting Server/Client (#3506)

* WeaverFuse Core/ and Tests/

* runtime safety checks

* weaver

* cleanups

* remove log

* comments updated

* WeaverTypes variant

* update comment

* comment updated

* more accurate errors

* host check

* better

* better logs

* redundabt

* fix 2019 support
2023-06-12 17:57:58 +02:00
mischa
f5fa952937 Snapshot Interpolation Example: README 2023-06-12 23:43:19 +08:00
mischa
278f44673d CompilationFinishedHook: add explanation 2023-06-11 16:52:34 +09:00
mischa
30437a934f fix NetworkClientTests for Unity 2019 2023-06-11 16:42:31 +08:00
mischa
afd275ad87 NetworkMessages.WrapHandler: improve log message to make it easier to search for 'Disconnect' in logs 2023-06-11 16:10:00 +09:00
mischa
e58e47fc47
fix: NetworkClient unbatcher is now reset in host mode connect as well [credit: BigBoxVR] 2023-06-11 08:27:16 +02:00
mischa
1e199caab0 Unbatcher: readonly fields 2023-06-11 09:06:07 +09:00
mischa
6be1a25338 fix: KcpServer.Stop now clears connections so they aren't carried over to the next session 2023-06-10 21:33:55 +09:00
James Frowen
bd66be3d1c
fix: fixing use of new c# in 2020 (#3507)
* fix: fixing use of new c# in 2020

* fixing doc comment
2023-06-09 14:09:16 -04:00
James Frowen
176a2d3b66
feat: adding option to get Ip behind reverse proxy (#3505)
* feat: adding option to get Ip behind reverse proxy

When running behind a reverse proxy the IP endpoints will be that of the reverse proxy, not the client.
Reverse proxies like Nginx set the ip if the host in a http header, the server can read this header during the handshake and store it so it knows the IP address of the client

* feat: adding method to get request

allows users to get other headers if they need to

* caching remote address

* fix and simplify

* inlining extra var

* string interpolation

* changing request log message to info

* adding GET back in inside ReadToEndForHandshake

* updating log message

* max split 2

* returning ipv4 address

* checking if address is ipv4

* adding using

* fixing maping
2023-06-09 09:50:41 -04:00
mischa
220937cc4a MIRROR_79_OR_NEWER 2023-06-08 10:38:16 +09:00
mischa
aaaa62e9c9 kcp2k V1.36 [2023-06-08]
- fix: #49 KcpPeer.RawInput message size check now considers cookie as well
- kcp.cs cleanups
2023-06-08 10:31:26 +09:00
Robin Rolf
37d762c2c3
fix: Test prefab loading might not cause log (#3502) 2023-06-07 19:04:09 +08:00
Robin Rolf
f11a7b44fe
fix: failing NetworkClientTests (#3500) 2023-06-07 17:21:51 +08:00
JesusLuvsYooh
f0005f0021
Changed default NT BRM to 3 (#3496)
5 (the previous default) covers really bad pings in return for noticeable delay. However, not every game should have this as their default. 1 being almost instant movement for minimal smoothing (could be best for VR and other uses), from testing 3 is a nice balanced result.
2023-06-05 06:18:54 +02:00
JesusLuvsYooh
1b6bb1e28a
NT-UR Example presets (#3494)
Tested on tanks example, parent and child turret.
Scenarios were regular localhost, then latency sim defaults (200ping, 2% loss etc) and bad connection (500 ping, 5% loss etc), along with personal experience of the settings on NT thee 3 presets should cover most peoples scenarios.
2023-06-01 12:37:13 +02:00
mischa
f84a385212
fix: Disallow Child-NetworkIdentities in Scene objects (#3492)
* fix: Disallow Child-NetworkIdentities in Scene objects

* better
2023-05-29 12:05:19 +08:00
mischa
d74e61298e
fix: #3485 Weaver now skips protected fields (Credit: James) (#3493)
* fix: #3485 Weaver now skips protected fields

* simplify
2023-05-27 06:36:05 +02:00
mischa
22134470ed fix Unit tests 2023-05-27 11:47:22 +08:00
mischa
3619be494a feature: allow NetworkBehaviour components in children. solves #2276 (#3486)
* feature: allow child NetworkBehaviour components in children

* Tanks demo: move Turret NetworkTransform to child

* NT TODO

* RequireInParents NI

* NetworkAnimatore allow in children

* call base onvalidate

* Add OnValidate to Script Template

* fix for pre-2020.3 Unity

* MirrorTest: CreateNetworked with NetworkBehaviour in children

* Tests: child networkbehaviours

---------

Co-authored-by: MrGadget1024 <9826063+MrGadget1024@users.noreply.github.com>
2023-05-27 08:25:53 +08:00
mischa
26e83ce645 fix: NetworkBehaviour SendRPCInternal error message fixed. This can happen if an RPC is called after shutting down the server - which doesn't mean that it was called on a client. 2023-05-25 11:16:06 +08:00
JesusLuvsYooh
e0ae55a971
Update NetworkRoomPlayer.cs (#3490) 2023-05-19 19:51:50 +08:00
JesusLuvsYooh
4c6e4e2bd0
NetworkTransform tooltips need use-case explanations. (#3481)
* Removed obsolete comment.

* Tooltip explanations 1
2023-05-19 19:51:27 +08:00
mischa
bf5cd97e69 fix: #3482 Weaver Generic 'out' parameter IL2CPP build failures [credit: JamesDev] 2023-05-14 11:47:05 +08:00
MrGadget1024
22675f40cf NetworkTransform - syntax 2023-05-09 03:01:14 -04:00
MrGadget1024
b7bf117378 NetworkTransform - syntax 2023-05-09 02:59:35 -04:00
ninjakickja
337a0affee
fix #3478 - Changed sendIntervalCounter increment logic (#3480)
Changed sendIntervalCounter logic to fix the issue where if sendIntervalMultiplier = 1, NT will send every frame instead of every send interval.
This is due to sendIntervalCounter being initialised to 1 instead of 0, after NT has triggered it's send.
2023-05-09 06:57:09 +02:00
Louis Bailleau
8a0accc60b
breaking: NetworkDiscovery ServerFoundUnityEvent now supports custom ServerResponse types 2023-05-08 03:59:15 +02:00