Commit Graph

1355 Commits

Author SHA1 Message Date
rodolphito
dd362b18a0 Fixed the NetworkAnimator issue I introduced in the bandwidth fix. This should also further improve bandwidth, too. (#576) 2019-03-11 08:54:46 +01:00
Paul Pacheco
10a33b5f67
Appveyor cannot run tests in source based mirror 2019-03-10 12:50:32 -05:00
Paul Pacheco
eb32d48af8
cannot run code covarage with source based Mirror 2019-03-10 12:49:41 -05:00
Paul Pacheco
092c5663b6
NetworkReader should enforce read only (#580) 2019-03-10 12:04:45 -05:00
rodolphito
4aa1a4b169 Removed one liner braces from transport files. (#544) 2019-03-10 10:18:11 +01:00
Paul Pacheco
73edf5e732 Simplify weaver error handler. (#574)
Rather than sprinkling WeaverFailed=true all over the place,  we just call a Weaver.Error(message)  where an error occurrs.
This way we can enforce consistency in weaver error reporting
2019-03-10 10:16:36 +01:00
Paul Pacheco
07e8b24bd8
Document authentication (#575) 2019-03-09 16:01:35 -06:00
MrGadget
e7ef8b1ae1
Merge pull request #572 from rodolphito/doc-update
Update the docs regarding OnServerAddPlayer.
2019-03-09 02:39:24 -05:00
Rodol Phito
a00a46cc83 Updated SpawnPlayerCustom.md 2019-03-08 22:22:04 -08:00
Rodol Phito
0b7d326007 Updated NetworkManager.md 2019-03-08 22:19:50 -08:00
Rodol Phito
71fa8c3281 Fixed Migration guide. 2019-03-08 22:12:59 -08:00
vis2k
98a0e23413
Persistent sceneid (#563)
* add empty line

* persistent scene ids

* never assign scene ids at runtime

* fix warning

* fix 'sceneid is never assigned to' warning in play mode

* simplify bitwise operation

* set dirty even if only scene index byte changed

* improve log message

* assign build index byte in OnPostProcessScene to also work with unopened scenes and build index changes

* add comment

* improve log

* Add sceneid not set check

* Only PostProcess the objects from this scene.

* Interrupt build if there is an unopened scene that still needs sceneId assignments. This makes it 100% fail safe.

* improve comment and error message

* clear build index byte before or-ing into it
2019-03-08 20:24:18 +01:00
Gleb
557dee8234 Update NetworkManager.md (#568)
Mention about Awake is removed from startOnHeadless description.
2019-03-08 13:36:04 +01:00
vis2k
10bedf6f53
Update README.md 2019-03-08 13:15:38 +01:00
vis2k
508ba558fc NetworkManager: headless start moved to Start() because Awake() is for initialization. 2019-03-07 15:30:23 +01:00
vis2k
3a86bd501a headless start doesn't unnecessarily set tick rate anymore. StartServer already takes care of that. 2019-03-07 15:27:15 +01:00
vis2k
8b85e1c846 NetworkIdentityEditor: create GUIContent directly 2019-03-07 13:39:30 +01:00
vis2k
f3738d87d7 NetworkAnimatorEditor: create GUIContent directly 2019-03-07 13:39:30 +01:00
rodolphito
ca7824bbc1 Fixed animator bandwidth problem. (#536)
* Fixed animator bandwidth problem.

* Renamed xShadowCopy to lastXParamters, renamed val to be consistent with the reading value names, renamed newValue to newIntValue to be consistent with newFloatValue and newBoolValue.

* Removed Debug.log which slipped by.
2019-03-06 22:52:26 +01:00
Gleb
aae2e7d871 docs_Components_NetworkManager article rewritten (#562)
* Docs: NetworkManager article rewritten

Screenshots changed to those relevant to Mirror`s NetworkManager (made them myself)

Any information derived from UNet docs that is false in view of Mirror is deleted.

Added some mentions of Transport component at lines 23, 39 and 265

Some minor changes made in order to make article more consistent.

* Fixing typing mistakes in docs-Components-NetworkManager.md
2019-03-06 11:09:42 -06:00
MichalPetryka
9afefbdce7 Adjusted line endings, encoding and trimmed whitespaces at EOL (#561) 2019-03-06 18:08:48 +01:00
rodolphito
896551eb00 Finished replacing comment walls with regions. (#558) 2019-03-06 10:53:35 -06:00
vis2k
17ab8ae30a add empty line 2019-03-06 14:42:22 +01:00
rodolphito
ca57f1180c Removed trailing whitespace (#556) 2019-03-06 09:08:34 +01:00
rodolphito
98284e4253 Removed single line braces from NetworkWriter. (#545)
* Removed single line braces from NetworkWriter.

* Undid alignment.
2019-03-05 18:17:42 -06:00
vis2k
ed64872163 NetworkIdentity.OnValidate: wrap in #if UNITY_EDITOR in case OnValidate is needed at runtime later 2019-03-04 17:43:51 +01:00
vis2k
8eb27ea0af Syntax 2019-03-04 17:42:24 +01:00
rodolphito
f6d89c763f Removed comment divider thingies and used regions where applicable. Reordered a bit of code to make the regions make sense. (#532) 2019-03-04 10:04:54 +01:00
rodolphito
f324c0df94 Removed SetInstanceId by making netId setter internal. (#510)
* Removed SetInstanceId by making netId setter internal.

* Split isServer into multiple lines as per vis' suggestion.
2019-03-04 10:02:00 +01:00
rodolphito
15c3991905 Removed braces from everything else. (#551) 2019-03-04 09:57:27 +01:00
rodolphito
c1179fbd0d Renamed UNetInvokeType to MirrorInvokeType. (#553) 2019-03-04 09:56:59 +01:00
rodolphito
8141c44e50 Brace crunching (#554)
* Made bracing consistent in WeaverTests.

* Made bracing consistent everywhere else.
2019-03-04 08:48:28 +01:00
rodolphito
335ed683a5 Remove one liner braces in NetworkManager. (#547) 2019-03-04 08:47:11 +01:00
rodolphito
0790dd2ac9 Remove one liner braces on NetworkServer. (#548) 2019-03-04 08:46:54 +01:00
rodolphito
b3e6194665 Remove one liner braces. (#550) 2019-03-04 08:44:39 +01:00
rodolphito
45e886e2c4 Removed one liner braces in NetworkIdentity. (#546) 2019-03-04 08:44:27 +01:00
rodolphito
a9deb56282 Remove one liner braces in ClientScene (#549) 2019-03-04 08:43:33 +01:00
Paul Pacheco
70cfe9e8ce Websocket transport should be namespaced (#542) 2019-03-04 08:42:17 +01:00
Paul Pacheco
9a0af7cb55
Allow users to unpack messages too (#543) 2019-03-03 18:06:36 -06:00
Paul Pacheco
4749abd307
Move GetId<T> to MessagePacker (#540)
Now we have the logic of how many bits in just one place and we free up MessageBase for eventually converting to an interface
2019-03-03 14:02:34 -06:00
Paul Pacheco
e4fbbeddc3 Simplify add player extra data (#537)
* Simplify add player extra data

* Pass byte[] in the client too

* Renamed to extra message
2019-03-03 19:53:24 +01:00
vis2k
001cec6d82 NetworkManager.InitializeSingleton: set active transport AFTER setting singleton or destroying self. not before. Otherwise we would set it to a transport that is destroyed a moment later. 2019-03-03 18:19:07 +01:00
vis2k
440a6dfc6f NetworkManager.InitializeSingleton: show warning if destroying self. No need to show an error, since this can be completely normal if we use zones/multiple scenes and switch back to the main scene, which still has a networkmanager. 2019-03-03 18:16:29 +01:00
Paul Pacheco
480bd8c9c6 Transport should be protected so that people can implement their own OnValidate logic (#539) 2019-03-03 16:51:03 +01:00
Paul Pacheco
c7b8f78aae #418 Send messages without id (#422)
* Client can send/receive messages without id

* Server can send and receive messages without id

* Move message id to one common place

* Client use the new send method

* Obsolete the message ids

* Remove player uses the new api

* Refactor AddPlayer with new message api

* Provide a Pack method that gets the message id

* Convert ready message to new api

* Use new api for ObjectDestroy and ObjectHide

* Refactored ready message to new API

* Refactored SpawnSceneObjectMessage to new api

* Convert local authority message to new api

* Convert spawn started message to new api

* Convert spawn finished message to new api

* Convert upate vars message to new api

* Convert owner message to new api

* Convert pong message to new api

* Convert RPC message to new api

* Convert SyncEvent rpc to new api

* Refactor Command to new api

* Refactor Ping to new api

* Convert ErrorMessage to new api

* Convert ErrorMessage to new api

* Use int instead of short for message id to avoid collisions

* Keep only 16 bit hash for message id

* Converted Disconnect Message to new api

* Convert Connect to new message api

* Convert not ready message to new api

* Convert scene message to new api

* the Enum is no longer used for message id

* Add non obsolete version of SendToClient

* Document how to use new API

With this PR,  we no longer use Message id,  document the proper use of the api

* use C# syntax highlight

* Update NetworkMessages.md (#5)

Punctuation changes, added `cs` to code blocks.

* Write message id in short instead of packed int

* Use packer method with id

* Pass the NetworkConnection to the client message handlers
2019-03-03 14:52:35 +01:00
rodolphito
834fab5ba4 Changed several mentions of UNet to instead say Mirror. (#531) 2019-03-03 10:34:23 +01:00
rodolphito
8b2f99b3c4 Made SetDynamicAssetId a setter on the assetId property. (#530)
* Made SetDynamicAssetId a setter on the assetId property.

* Update NetworkIdentity.cs
2019-03-03 10:32:49 +01:00
rodolphito
c0ba0073b2 Removed RequireComponent(Animator) because NetworkAnimator does not have to be on the same game object as the Animator. (#529) 2019-03-03 10:30:59 +01:00
rodolphito
bc9982e187 Remove useless comment (#528) 2019-03-02 23:25:10 -06:00
rodolphito
d9be5cf941 Update tooltip in NetworkTransform. (#527) 2019-03-02 23:13:38 -06:00