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 )
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* 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 )
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* 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 )
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* 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 )
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* 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]
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- 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 )
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* 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 )
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* 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 )
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* 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 )
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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