Commit Graph

1433 Commits

Author SHA1 Message Date
vis2k
1e55a28f67 Removed NetworkManagerPreview because it offer nothing of value and no one even knew that it existed 2018-11-28 11:37:26 +01:00
Paul Pacheco
e8a5cfae65 Start server if headless mode (#126)
* Start the server automatically if headless mode

* spaces
2018-11-28 09:50:03 +01:00
vis2k
283725c71c Updated Telepathy to latest version 2018-11-22 10:57:28 +01:00
Paul Pacheco
bcef255b99 varint synclist indexes, fixes #120 (#122) 2018-11-19 15:42:06 +01:00
Paul Pacheco
befd3fa36c pass index of element during add. Fix #118 (#121)
* Reproduce the issue in a unit test

* Pass the index of the element with add

fix issue #118
2018-11-19 15:41:53 +01:00
vis2k
5427bf292c NetworkWriter.WriteBytesAndSize doesn't depend on Transport.layer.GetMaxPacketSize anymore. Mirror checks that in NetworkConnection etc. anyway. Writer should just write to the stream, no magic. 2018-11-15 09:38:25 +01:00
vis2k
1289dee8b3 Transport.MaxPacketSize moved to TransportLayer.GetMaxPacketSize because it depends on the layer 2018-11-15 09:22:13 +01:00
vis2k
7056ccd428
Update README.md 2018-11-13 21:15:39 +01:00
Paul Pacheco
e0c857e240
Put donations first 2018-11-13 13:56:35 -06:00
Paul Pacheco
27f67c449e
Added forum badge 2018-11-13 13:55:15 -06:00
Paul Pacheco
f3f8e3ed3c
Add download badge
Add badge with link to asset store page
2018-11-13 13:50:28 -06:00
Paul Pacheco
06eae9e1bf
Patreon badge
Added a patreon badge
2018-11-13 13:47:27 -06:00
Paul Pacheco
060fd2ce46
Add badge for the latest release
Add badge with link to the latest release
2018-11-13 13:35:20 -06:00
vis2k
ef76703c3d
Update README.md 2018-11-13 20:21:28 +01:00
vis2k
f7e3af7efc
Update README.md 2018-11-13 20:15:54 +01:00
vis2k
b7dc43cc5d
Update README.md 2018-11-13 20:15:31 +01:00
vis2k
5c8fdea4ab
Update README.md 2018-11-13 20:11:46 +01:00
Chris Langsenkamp
f8492ef980 Fix typo: NetworkHash128 2018-11-12 11:43:45 -06:00
Zac North
2f2c595f41 Added additional information about OnServerAddPlayer override 2018-11-12 09:43:52 -06:00
Zac North
facbbf13c5 Added new section for extended components 2018-11-12 09:43:52 -06:00
Paul Pacheco
ed5f00d165 Add warning if we can't find scene object (#113) 2018-11-11 22:13:14 +01:00
Paul Pacheco
f7fb8edc4e Derived classes should have access to telepathy 2018-11-11 07:20:36 -06:00
Paul Pacheco
2fe6d789d4 made transport methods virtual so they can be overriden and extended 2018-11-11 06:43:59 -06:00
Paul Pacheco
00e144567c Don't override transport if user already initialized it somewhere else (#112) 2018-11-11 10:35:36 +01:00
Paul Pacheco
5ba54dfe3a
Merge pull request #110 from MrGadget1024/patch-1
Replace NetworkHas128 and NetworkInstanceId
2018-11-10 15:55:45 -06:00
Chris Langsenkamp
e884fc0ea6
Replace NetworkHas128 and NetworkInstanceId
Added instructions to replace NetworkHas128 and NetworkInstanceId
2018-11-10 14:30:24 -05:00
Paul Pacheco
29bff45555 Remove unused meta 2018-11-10 09:58:36 -06:00
vis2k
91a54f4652
Update README.md 2018-11-09 15:50:35 +01:00
vis2k
5ef2c4660c Telepathy updated to latest version 2018-11-09 08:45:15 +01:00
TimPickup
670a650bbd Fixes a bug: When you have NetworkManager unticked for server bind to ip and have the server bind address blank, it in fact passes "127.0.0.1" to ServerStart. The fix passes null if nothing is specified in which case the server should not bind to a IP. (#107)
This has not been an issue before as TelepathyTransport.cs ignores the passed value.

Should consider adding the functionality to Telepathy.
2018-11-07 22:15:32 +01:00
vis2k
ff70acc24c NetworkBehaviour: removed unused EventDelegate 2018-11-03 10:43:25 +01:00
vis2k
8140821ba7 Removed whitespaces 2018-11-03 10:43:12 +01:00
vis2k
28d930313b LogFilter: removed unused imports 2018-11-03 10:29:02 +01:00
vis2k
4fb628702e DotNetCompatibility: removed unused functions 2018-11-03 10:22:24 +01:00
vis2k
0758364b45 Removed unused ClientScene.GetStringForAssetId function 2018-11-03 10:09:49 +01:00
vis2k
a2a0fd3bf4 ClientScene.PrepareToSpawnSceneObjects simplified 2018-11-03 10:06:33 +01:00
Paul Pacheco
a5adb450ad
Users no longer need to remove channels
Command, RPC and events methods now have channel attributes.  Users no longer need to remove the channel when migrating to mirror.
2018-11-01 15:09:18 -05:00
Paul Pacheco
724ebc00d8 Allow for sending message on unreliable channels (#98)
* Allow for sending message on unreliable channels

* Add channels to commands and rpcs

* Revert file formatting

* make channel id default parameter
2018-11-01 19:07:57 +01:00
Paul Pacheco
0a16b189c6 Use standard C# events instead of one callback (#100)
* Use standard C# events instead of one callback

* Fix tests

* Trigger new build

* Trigger new build

* Remove blank line
2018-11-01 10:12:26 +01:00
Paul Pacheco
9068803ec9 Fix #91 editor crash (#96)
When we try to generate a reader for a class that references itself,  we have infinite recursion and editor crash

This PR stops the infinite recursion and displays an error instead just like with writers
2018-10-26 09:47:17 +02:00
Paul Pacheco
eb40109a53 Modularize network time (#84)
* Modularize network time

* Renamed function for clarity

* Remove redundant class name

* Renamed method for clarity
2018-10-23 18:34:20 +02:00
Paul Pacheco
64cea34338 Fix typo 2018-10-23 11:20:34 -05:00
Paul Pacheco
39ad76cad1 Fix #75, determine the RPC target (#93)
* Fix issue #75, determining the command target

If you add the same networkbehavior twice to a gameobject,  only the commands in the first one work.

This can also happen if you have a base class,  you inherit it,  and you add more than one of the inherited classes to the same gameobject.

* Improve error message

* Fix issue #75 for all RPC methods

* Fix formatting consistency

* Fix build,  replace logDebug with Debug

* Use new NetworkBehaviours cache

* Use FindIndex instead than for loop

* No need for local variable

* use int instead of byte for simplicity

* component index are int now
2018-10-23 18:17:42 +02:00
Paul Pacheco
1795cf8c2c Use foreach instead of old style for (#95) 2018-10-23 16:44:32 +02:00
Paul Pacheco
a785f0d391 Ensure network behavior cache consistency (#94)
It was assumed that CacheBehaviours was called to set m_NetworkBehaviours

With this change, the dependency is no longer there,  the behaviours are simply cached the first time they are used
2018-10-23 16:21:54 +02:00
Paul Pacheco
f13dc5bf60 Fix build, there were still some logDebug around 2018-10-23 07:06:09 -05:00
vis2k
59f6b1c3f1
LogFilter simplified: Warning/Error are shown all the time, Debug messages depend on LogFilter.logDebug (#73)
* LogFilter.logError removed. Errors are now always logged.

* LogFilter.logWarning removed. Warnings are now always logged.

* LogFilter levels replaced with a simple 'logDebug' boolean. NetworkManager uses 'ShowDebugMessages' instead of LogLevel now.

* LogFilter.logDebug renamed to .Debug
2018-10-23 10:14:20 +02:00
Paul Pacheco
d5713ec218 Fix warning
Fix "SetDynamicAssetId object already has an assetId <xxxx>" that gets spammed in editor
2018-10-21 18:33:56 -05:00
Paul Pacheco
3816a69578 default channel should be reliable fragmented sequenced (#65) 2018-10-21 11:38:55 +02:00
vis2k
acc34e5fb3 Reverted InvalidDataException because it breaks Unity projects that use .net subset. 2018-10-20 15:44:28 +02:00