Commit Graph

791 Commits

Author SHA1 Message Date
vis2k
1cd5c36206 NetworkServer.ActivateLocalClientScene: removed SetLocalObject and replaced it with EnableIsClient because that's all it did there. 2018-12-16 19:41:18 +01:00
vis2k
58f7abbdd0 NetworkIdentity.OnStartServer: removed SetLocalObject, replaced it with EnableIsClient because that's all it did there. 2018-12-16 19:39:58 +01:00
vis2k
9c8f6bb5af NetworkServer.DestroyObject: removed ClientScene.SetLocalObject call. It only sets it to null, which is pointless because the first line in DestroyObject removes it from spawned dictionary already. 2018-12-16 19:18:27 +01:00
vis2k
4b3dd1004e NetworkServer.SetLocalObjectOnServer removed because it's not really needed 2018-12-16 19:00:03 +01:00
vis2k
7387b2a47a NetworkScene.SetLocalObject removed. Moved code into ClientScene.SetLocalObject and NetworkServer.SetLocalObject instead. 2018-12-16 18:55:24 +01:00
vis2k
73bd9191d8 NetworkIdentity.UpdateClientServer magic replaced with EnableIsClient and EnableIsServer 2018-12-16 18:50:49 +01:00
vis2k
a848c36d6e NetworkScene.SetLocalObject simplified 2018-12-16 17:29:23 +01:00
uwee
9c0e6c36d3 Low and High rotation compression have much higher precision.
PI Change
Added Pi Math to reader and writer
Fixed cast issue
2018-12-16 10:22:58 -06:00
vis2k
64c120fe5e NetworkScene.SetLocalObject uses a NetworkIdentity parameter instead of GameObject. Simplifies callers too. ApplySpawnPayload has no more redundant GameObject parameter. NetworkIdentity can use 'this' instead of 'gameObject' to call SetLocalObject, which improves performance. 2018-12-16 17:18:18 +01:00
vis2k
467c74bf68 Added comment for strange NetworkIdentity.UpdateClientServer code 2018-12-16 16:30:39 +01:00
vis2k
c430db14d9 NetworkScene.FindLocalObject removed 2018-12-16 16:01:04 +01:00
vis2k
77ea4dff21 NetworkScene.GetNetworkIdentity replaced with NetworkIdentity.spawned.TryGetValue 2018-12-16 15:53:26 +01:00
vis2k
ab3770cf4f Use TryGetValue instead of Contains+Get 2018-12-16 15:45:04 +01:00
vis2k
43dfdec2fc No need to check ContainsKey before removing 2018-12-16 15:43:07 +01:00
vis2k
b5bb568d18 Removed unused NetworkScene.RemoveLocalObject function 2018-12-16 15:41:04 +01:00
vis2k
10229f3b96 Remove ClearLocalObjects functions and use NetworkIdentity.spawned.Clear(); instead 2018-12-16 15:39:38 +01:00
vis2k
d979a45870 NetworkIdentity.spawned dictionary to replace ClientScene.objects, NetworkServer.objects, NetworkScene.objects 2018-12-16 15:27:11 +01:00
vis2k
582bf98bdd Welcome message link updated 2018-12-15 22:08:51 +01:00
vis2k
9a72f71cc6 NetworkManager properties simplified. No need to each one twice when it has public get/set anyway. 2018-12-15 22:01:31 +01:00
vis2k
f8d87c761e Simplify public getters (only lists/dicts that can be cleared from outside anyway. doesn't break any serialization either) (#161)
* NetworkConnection.visList simplified

* NetworkClient.allClients simplified

* NetworkScene public getters simplified. They are internal anyway, can't set them from the outside

* NetworkServer.connections simplified

* NetworkServer.handlers simplified

* NetworkServer.dontListen simplified

* NetworkServer.useWebSockets simplified

* ClientScene.spawnableObjects simplified

* NetworkConnection.clientOwnedObjects simplified

* NetworkManager.spawnPrefabs simplified

* NetworkManager.startPositions simplified
2018-12-15 18:13:29 +01:00
uwee
d2c68cabc1 Moved High rotation compression to Low. Added new High that converts rotation to a byte. (#158) 2018-12-15 17:07:16 +01:00
vis2k
320e70453f
NetworkManager.s_PendingSingleton removed because script reloads were neither detected properly, nor is there any chance of Mirror to continue running properly after script reloads. (#159) 2018-12-15 16:54:45 +01:00
vis2k
84b70dbb92 UNetDomainReload code removed because UnityEngine doesn't call this function in Mirror anyway. 2018-12-15 16:23:24 +01:00
vis2k
72062bbe08 Syntax 2018-12-15 16:17:15 +01:00
vis2k
07000f7d47 Removed old comment 2018-12-15 16:06:22 +01:00
vis2k
d3e13c77af Removed unnecessary syntax 2018-12-15 16:01:11 +01:00
vis2k
29f106fb32 Syntax 2018-12-15 15:53:07 +01:00
vis2k
666af57146 Less confusing syntax 2018-12-15 15:51:37 +01:00
vis2k
04fdce47c9 Removed unused NetworkScene.RemoveLocalObjectAndDestroy 2018-12-15 15:39:39 +01:00
vis2k
88232d244b Updated Telepathy to latest version (SendTimeout) 2018-12-15 15:37:54 +01:00
Paul Pacheco
96992c35bc Revert "Don't require Cmd, Rpc and Target prefixes (#127)"
This reverts commit 590630fcb2.

If you don't use the prefix,  you get stack overflow with the [Commands]
2018-12-14 21:46:55 -06:00
Paul Pacheco
c85391a02b Fix typo in file name 2018-12-13 21:33:54 -06:00
Paul Pacheco
a747b85502 Fix NRE when running headless with HUD
It was possible that the headless HUD would try to start the server before initializing the transport
Now the transport is always initialized when the NetworkManager singleton is initialized
2018-12-12 12:57:09 -06:00
Paul Pacheco
4c1cb66524 return false if the send fails.
Tx to MrGadget who found the issue
2018-12-11 20:48:52 -06:00
Tim Pickup
df4d8fbb8d Initialize() is internal and should not be called externally so shouldnt be public (#131) 2018-12-09 23:55:35 +01:00
vis2k
2ee68888fb NetworkBehaviour.netIdentity made public for easier usage (e.g. from a UI script) 2018-12-09 16:25:22 +01:00
vis2k
c4c3b29231
NetworkBehaviour.isServerOnly and isClientOnly (#148) 2018-12-09 16:20:44 +01:00
vis2k
fb3733711f Fix typo 2018-12-09 16:14:55 +01:00
vis2k
8cea816e23 Removed redundancy between NetworkBehaviour.netIdentity and .myView 2018-12-09 16:13:40 +01:00
vis2k
f50cecff65
NetworkBehaviour.netIdentity made protected so we can use it in inheriting scripts without having to use GetComponent there manually each time. (#147) 2018-12-09 16:07:26 +01:00
Paul Pacheco
eb9b7f556d Simplify local message processing (#146) 2018-12-09 16:03:04 +01:00
Paul Pacheco
e6f8cec658 Initialize objects in the same order as they were initialized on the server. (#144)
This avoid heisenbugs because for a user they might initialize in a different order than the developer
2018-12-09 10:21:42 +01:00
Paul Pacheco
853d797dfe Connections can no longer be null 2018-12-08 21:34:38 -06:00
Paul Pacheco
3af459a107 Reuse ReadMessage from reader (#143) 2018-12-08 10:55:21 +01:00
Paul Pacheco
56007f3c8b RemovePlayerMessage is empty (#142) 2018-12-08 10:55:00 +01:00
Paul Pacheco
8ce2489df0 Display message name in ConnectionRecv log (#141) 2018-12-08 10:54:20 +01:00
Paul Pacheco
413d7cf474 Use functional method to read messages (#140) 2018-12-07 09:52:03 +01:00
vis2k
04af6c9015 Removed unused OnDeserializeAllSafely version 2018-12-06 23:08:19 +01:00
Paul Pacheco
c10a5fc999 Simplify components serialization (#139)
* Performance optimizations in NetworkIdentity.uNetUpdate

* Don't copy array twice

* write to one NetworkWriter for gameobject instead of one per component

* Simplify component serialization and improve performance

* Small style cleanup

* Fix compilation error

* Revert this change for now

* Revert for now

* Remove this for now

* No need for 2 versions of OnSerializeAllsafely

* Removed bad comment

* simplify using foreach
2018-12-06 22:17:04 +01:00
Chris Langsenkamp
6d33fae44f Added link to migration tool 2018-12-04 07:48:15 -06:00