Commit Graph

8773 Commits

Author SHA1 Message Date
mateusz
b531b4d0cf Incremental compiler compatibility fixes (#52)
* Catch exception during weaving when .pdb is locked

* Allow built-in types from netstandard.dll

* Revert whitespace changes in 56d2164
2018-10-06 11:04:47 +02:00
Paul Pacheco
30ade03e65
Remove (edited) comments from discord 2018-10-05 10:47:25 -05:00
Paul Pacheco
1a067af885 Synchronize network time and calculate rtt (#51)
* Synchronize network time and calculate rtt

* Fix code style issues

* Add generic DoubleMessage

* Remove unnecesary private

* should be >= or it could be off by a millisecond

* Add obsolete warning

* Remove extra line

* Comment explaining the epoch

* Change epoch to application start time

* Link to EMA wikipedia

* Add comment about time accuracy with float

* Address feedback from vis2k
2018-10-05 17:05:04 +02:00
mateusz
03c49de258 Network animator optimizations (#55)
* Store animator parameters in a variable to avoid expensive get operation

* Convert series of if statements to switch

* Add a comment explaining the optimization

* Convert switch statement to else-if

* Fix typo

* Revert changes to if statements
2018-10-05 17:02:55 +02:00
Paul Pacheco
40db215fc9 Fix npe callin numPlayer (#54) 2018-10-05 09:54:05 +02:00
vis2k
c95648b3ae NetworkProximityChecker cast layers are now exposed and customizable in the Inspector to save large amounts of computations (instead of letting hundreds of monsters/players cast against the environment all the time) 2018-10-04 18:50:53 +02:00
vis2k
c581d9ec33 NetworkProximityChecker now looks for hit's NetworkIdentity in the object AND in the parents if needed. This allows us to place colliders on child objects like a pelvis bone, which is often done so that the collider follows the animations. 2018-10-04 18:50:53 +02:00
vis2k
a5c94a4414 NetworkProximityChecker: 'var' replaced with actual types 2018-10-04 18:50:53 +02:00
Paul Pacheco
18558f8693
Add link to the asset store
Mirror is now available on the asset store.
2018-10-01 10:28:09 -05:00
Paul Pacheco
0afd9f50ea use type safe register handler instead of casting (#49) 2018-09-30 10:27:55 +02:00
vis2k
3063273ad4 NetworkIdentity AddObserver message removed again because the bug was fixed a while ago and it generates too many false positives 2018-09-29 18:24:26 +02:00
Paul Pacheco
38a4ca27f4 Initialize transport in network manager (#48) 2018-09-28 15:19:37 +02:00
vis2k
1e61aaa05a PlayerControllers removed because couch co-op while playing online is such a rare use case that it's hardly worth supporting the insane complexity 2018-09-26 17:40:07 +02:00
vis2k
d3c81957da Updated Telepathy to latest version 2018-09-26 15:43:01 +02:00
Paul Pacheco
b14957fbc8 Allow for serializing large arrays. Fix #42 (#45) 2018-09-26 15:10:47 +02:00
vis2k
c9eb72d35c NetworkManager.OnServerAddPlayerInternal: removed unnecessary casts 2018-09-26 15:02:06 +02:00
vis2k
a3d43e215a NetworkConnection, NetworkWriter: max packet size checks use Transport.MaxPacketSize instead of UInt16.MaxValue now 2018-09-26 14:49:36 +02:00
vis2k
8f3de9f26b NetworkClient.UpdateClients: comment grammar fixed 2018-09-26 14:40:56 +02:00
vis2k
44fface440 NetworkClient.Update syntax improved 2018-09-26 14:39:55 +02:00
vis2k
b74b02731f NetworkClient.PrepareForConnect: removed unused usePlatformSpecificProtocols parameter 2018-09-26 14:38:27 +02:00
vis2k
2c10471470 NetworkClient.IsValidIpV6 removed because it wasn't used anymore 2018-09-26 14:36:05 +02:00
vis2k
e34e8ba41e Weaver.ProcessSiteMethod: improved prefix checks 2018-09-26 14:29:20 +02:00
vis2k
f7d7a671d3 Syntax 2018-09-26 14:29:20 +02:00
Paul Pacheco
14d4059f90 Publish a git release after a successfull build 2018-09-26 06:32:38 -05:00
Paul Pacheco
493a295f88 Type safe register/unregister handlers (#44) 2018-09-25 20:59:57 +02:00
vis2k
f3886906ef
Update README.md 2018-09-25 13:37:56 +02:00
vis2k
ed189c9b09
Update README.md 2018-09-25 13:37:01 +02:00
vis2k
5e42409646
Update README.md 2018-09-24 22:28:20 +02:00
vis2k
36f07ed861
Update README.md 2018-09-24 22:10:19 +02:00
vis2k
e3826707ed Updated Telepathy. Fixes a bug where Connecting was still true after getting kicked from the server. 2018-09-21 16:23:53 +02:00
vis2k
d9ae14efe1 NetworkConnection.Disconnect properly disconnects the client transport layer now too. Fixes a bug where the client transport would keep running in the editor even if we pressed 'Stop' in the NetworkManagerHUD 2018-09-20 16:36:05 +02:00
vis2k
c39c8b5739 Transport.ServerDisconnect function to kick a client 2018-09-20 16:11:52 +02:00
vis2k
9b87e5a2cb Updated Telepathy 2018-09-20 15:48:25 +02:00
vis2k
410a3fff80 Updated Telepathy to latest version 2018-09-20 15:33:55 +02:00
Paul Pacheco
cdd4eac7a1 Flush when starting or finishing a message. (#4)
This is a no-op with BinaryWriter/MemoryStream,  but this is necesary if we do
any sort of transformation,  such as BitWriter, compression or encryption
2018-09-19 13:06:29 -05:00
Paul Pacheco
ec48bcc496 Add source compatibility with HLAPI, people should not need to cast (#16) 2018-09-19 13:05:43 -05:00
Paul Pacheco
547039587e set the state to connected before message handler (#36)
If the user wants to send messages after the connection,  we need to ensure the connection is in a valid state before calling the handler.

Should fix issue #35
2018-09-18 20:56:44 +02:00
Paul Pacheco
8896d8b7d2 fix #33, remove redundant initialization (#34)
No need to initialize object twice,   the second initialize does nothing at all
2018-09-18 20:52:39 +02:00
Paul Pacheco
973c0d6925 Make method public (#32)
Not all users have a NetworkManager,  and they should not have to.

This method needs to be public so that users can call it if they don't have a NetworkManager
2018-09-18 09:55:21 +02:00
vis2k
8657a3902e PauseQueue replaced with a more simple 'pause' check in NetworkClient.Update. Transport buffers messages anyway. 2018-09-15 16:15:28 +02:00
vis2k
577da33c6e NetworkManagerHUDEditor: removed unused s_ShowNetworkLabel 2018-09-15 15:43:12 +02:00
vis2k
936f43b783 NetworkClient.Update: m_Connection null checks added so we don't get NullReferenceExceptions without a good error message if it's null (uMMORPG NetworkZones Addon) 2018-09-15 15:40:48 +02:00
vis2k
046837c62a NetworkManager.StartServer: OnStartServer is now called after Listen so that NetworkServer.Spawn can be called in OnStartServer overrides (e.g. to load and spawn things from the database) 2018-09-14 23:07:44 +02:00
Paul Pacheco
1e8ab0699a
Trigger appveyor rebuild 2018-09-14 14:04:49 -05:00
vis2k
41af472127 MultiplexTransport: ServerStart/ServerStartWebsockets doesn't call Telepathy/LLAPI StartServer when running in WebGL. Fixes a bug where host mode wouldn't work in WebGL anymore. 2018-09-11 10:45:36 +02:00
Paul Pacheco
37ce0ae72d Print a more informative error than NPE (#31)
* Print a more informative error than NPE

* Improve error message
2018-09-11 10:16:20 +02:00
Paul Pacheco
dfbde9902d
Update badges for mirror
Mirror repository was renamed and a mirror branch was created
2018-09-09 11:27:36 -05:00
vis2k
f5e2ee0903
Update README.md 2018-09-09 09:34:28 +02:00
vis2k
a4dd858f02 NetworkManagerEditor shows max connections property again 2018-09-03 12:37:30 +02:00
vis2k
1ab29c8d24 NetworkManagerHUDEditor: removed unnecessary 'protected's 2018-09-03 12:37:30 +02:00