Commit Graph

29 Commits

Author SHA1 Message Date
MrGadget
3e1eb7998d
feat(Transport): Reimplement Transport Exception Actions (#3461)
* feat(Transport): Reimplement Transport Exception Actions

* Fixed Script Templates

* fix: Updated Network Transform Template

* fix(NetworkIdentity): Separate ResetState (#3742)

* fix(NetworkTransform): Separate ResetState
We should not have hijacked Unity's callback for runtime resets.

* Rename test too

* fix(InterestManagement): Separate ResetState (#3743)

* fix(InterestManagement): Separate ResetState
We should not have hijacked Unity's callback for runtime resets.

* Updated Template

* feat(NetworkTransform): Default Sync Direction = Client To Server (#3741)

* feat(NetworkTransform): Default Sync Direction = Client To Server
- This is done in Reset so Network Behaviour isn't effected.
- This will not change NT components already in place on objects / prefabs unless user manually chooses Reset in the inspector.

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformBase.cs

---------

Co-authored-by: mischa <16416509+miwarnec@users.noreply.github.com>

* Prediction: detect renderers in children

* Add missing replace handler override to NetworkServer (#3744)

* perf(BenchmarkIdle Example): Lowered spawn amount to 10k (#3745)

50k causes a long delay, and looks like Unity has initially frozen, even on beefy machines.
To prevent users from thinking this, and perhaps force closing, amount is lowered to something still crazy, but more reasonable. :)
- Nothing else has been touched

* fix(Room Example): Updated Reward Script
- Added Headers
- made `available` private with ReadOnly

* feat(NetworkClient): Add ReplaceHandler with channel param (#3747)

* breaking(NetworkClient): Remove NetworkConnection parameter from ReplaceHandler
There is only one connection on client.
Aligns with RegisterHandler that takes no NetworkConnection parameter.

* feat(NetworkClient): Add ReplaceHandler with channel param

* breaking(NetworkIdentity): Rename visible to visibility (#3748)

* breaking(NetworkIdentity): Rename visible to visibility

* Remove TODO comment

* Prediction: physics copy now has the correct layer assigned to fix predicted objects falling through the ground in games which use custom physics collision matrix

* Update Readme: prediction status

* fix(MirrorBenchmarkIdle): Spawn Amount Correction

* Prediction: disable log spam

* Prediction: fix wrong null check

* Prediction: catch errors

* Prediction: catch errors early

* chore(CI): RunUnityTests - updated unityVersions

* fix(Prediction): fix MoveColliders not copying isTrigger

* Prediction: make Move.* functions static for reuse later

* Prediction: MoveAllColliders helper for reuse

* fix(Prediction): now supports interest management by moving physics copy's components back onto self before destroying the physics copy

* Prediction: now supports colliders on children

* comments

* fix(Prediction): when copying child Colliders, copy their relative position/rotation/scale too

* fix(Prediction): child colliders now have the correct layer too

* oops

* Prediction: move GameObject/MonoBehaviour copying code into PredicitonUtils.cs

* Prediction: MovePhysicsComponents helper function

* Prediction: comments

* Prediction: collider materials are now copied too

* feat(SyncVar): Arrays are supported (#3750)

* feat(SyncVar): Arrays are supported

* Moved and revised SyncVarsCantBeArray test
- Now named SyncVarsCanBeArray
- thisShouldntWork renamed to thisShouldWork

* Prediction: support all Joints

* Prediction: add support for predicted objects which are children of parents with non-default scale

* perf(Team Interest Mgmt): Complete Overhaul (#3730)

* WIP

* perf(Team Interest Mgmt) Use Dictionary instead of spawned
This is better than iterating all spawned objects and doing TryGetComponent in Update.

* TeamIntMgmt WIP

* NetworkTeam SerializeField, no SyncVar

* Fixed Tooltip

* Removed SyncVar on forceShown

* Fixed issues per review

* Fixed comments and naming

* Remove ReadOnly

* PredictionUtils: Fixed pre-Unity 2022.3 errors

* PredictionUtils: Fixed pre-Unity 2020.3 errors

* chore(CI): RunUnityTests - updated unityVersion

* NetworkBehaviour: Improved comments

* Edgegap Hosting: updated to latest version for fixes and Websocket support

* PredictedRigidbody: improve logging

* Add network messages to lookup dict in network server replace handler (#3753)

* Add network mesages to lookup dict in network client replace handler (#3754)

* Prediction: rename DestroyCopies to DestroyGhosts for consistency

* syntax

* perf(Prediction): cache .transform getter because this is performance critical

* perf(Prediction): optimize LateUpdate because this shows in profiler! deep profiling: 93 objects, before=0.54ms, after=0.22ms => 2.5x faster!

* perf(Prediction): optimize ghosts. deep profiling: 93 objects before=0.08ms after =0.03ms!

* chore: RunUnityTest - upload-artifact@v4

* chore(CI): Semantic.yml - use v4 of github actions

* fix(MultiplexTransport): Better Startup Logging

* perf(PredictedRigidbody): next round of optimizations

* perf(Extensions): Add shim for transform.GetPositionAndRotation (#3755)

Doesn't exist in unity versions 2021.2 or earlier

* ThreadLog: more obvious prefix!

* fix(MultiplexTransport): Fixed log output

* KcpTransport: fixed ToString to match other transports

* fix typos

* fix(MultiplexTransport): Use TryGetValue for Lookups (#3758)

* NetworkManager: fixed comment

* Prediction: warn about not readable meshes

* NetworkTime: SendPing method added.

* fix(NetworkClient): Call NetworkTime.SendPing from OnTransportConnected (#3686)

* fix: fixing time not being sent on connect

client does not send ping if connecting to server within 2 seconds of starting, the new PingNow function will tell client to send the message right away instead of after lastPingTime+PingInterval

* Update Assets/Mirror/Core/NetworkTime.cs

* Update Assets/Mirror/Core/NetworkTime.cs

* Update Assets/Mirror/Core/NetworkClient.cs

* Update Assets/Mirror/Core/NetworkTime.cs

---------

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* SyncDictionary: Fixed typo in comment

* feat: NT-UR bit flag changed detection to lower bandwidth usage. (#3721)

* feat: NT-UR bit flag changed detection to lower bandwidth usage.

Also major credits to our Ninja.

* Tooltip updated

* fix: NT-Unreliable Quaternion Compression Fix

Credits to ninja of course :D

* NT-U new improvements

Credits to Ninja

* Nothing to see here..

* Added comment to Quat Rotation Fix

* Sensitivity check to improve value comparisons.

Without this, X 0 and X -4.955753E-07 (0) would trigger as a change of value.
Helps epsilon/floating point inaccuracies.

* Moved around checks.

rotationChanged not needed now for non-compressed bool, as we check individual rotation sensitivity changes.
We can move this inside quat compress check.

* Use Rot/All, not just RotX as a compress changed flag.

* Set Just Rot.

* Updated Reset to ResetState

* Fixing PR 3571/3572/3572 in this new bitflag branch

---------

Co-authored-by: ninjakickja <80569286+ninjakickja@users.noreply.github.com>

* fix(NetworkManager): FinishStartHost-Don't force localhost (#3759)

* perf(PredictedRigidbody): only record state if changed(!)

* perf(PredictedRigidbody): reduce sends to 1 Hz while idle(!)

* Prediction: expose physics copy components to inheriting classes

* fix(PredictedRigidbody): only show 'hard correcting because too old' warning if older than entire state history limit. not when starting to record only 2-3 entries yet.

* fix(PredictedRigidbody): fix host mode [FakeByte]

* perf(PredictedRigidbody): OnSerialize faster

* breaking: perf: change NB.syncVarDirtyBits to field (#3762)

@miwarnec saw the property showing up while profiling. Very much unnecessary, so lets change that to a field.
BREAKING: Changed NetworkBehaviour.syncVarDirtyBits from a "get-only" property to a field

* feat(NetworkAnimator): Default Sync Direction = Client To Server
- This is done in Reset so Network Behaviour isn't effected.
- This will not change NA components already in place on objects / prefabs unless user manually chooses Reset in the inspector.

* chore(CI): RunUnityTests - updated unityVersions

* chore(CI): RunUnityTests - updated unityVersion

* chore(CI): RunUnityTests - updated unityVersion

* fix(SWT): Improved logging in ClientHandshake
- Added hint to check Server Roles for handshake key mismatches

* feat(NetworkRigidbody): Default Sync Direction = Client To Server (#3764)

- This is done in Reset so Network Behaviour isn't effected.
- This will not change components already in place on objects / prefabs unless user manually chooses Reset in the inspector.

* PredictedRigidbody: add OnBeforeApplyState callback

* doc(ReadMe): Fixed sponsor link

* CanvasNetworkManagerHUD: fixed indent

* perf(Prediction): ghosts-on-demand(!)

* Prediction: sync angularVelocity too

* Prediction: better motion smoothing time

* Prediction: only set velocity if not kinematic

* Prediction: sync delta rotations too [FakeByte]

* fix(PredictedRigidbody): reduce-send-rate considers angular velocity now too!

* fix(Prediction): ConfigurableJoints' range of motion is now moved correctly

* fix: Safer version for FindAnyObjectByType (#3765)

Unity docs are a mess on when FindAnyObjectByType was implemented:
- 2021.3 says it is
- 2022.1 says it's not
- 2022.2 says it is

* chore(CI): RunUnityTests - updated unityVersions

* fix(Prediction): disable setting scale for joints since it causes issues with parenting

* feat: LagCompensator as convenience component that wraps all the Lag Compensation logic

* Update README.md

* LagCompensator: rename collider field to be more obvious in Inspector

* LagCompensator: preview notice

* refactor: NetworkServer DestroyObject(DestroyMode) logic moved to Unspawn() + Destroy to remove the DestroyMode parameter

* fix: NetworkServer.Destroy never destroys scene objects anymore since unlike prefabs, once they are gone we can never instantiate them again (#3771)

* fix: NetworkServer.Spawn now activates inactive GameObjects (for example, in case they were previously Unspawned)

* chore(CI): RunUnityTests - updated unityVersion

* Upgrade to Unity 2021.3.35 LTS

* MIRROR_88_OR_NEWER

* feat: EncryptionTransport (#3768)

* initial working transport

* code cleanup & transport wrap tests

* better connection tests

* Handle bouncycastle exceptions

* clean up usings

* Mirror icon :)

* list to allow for removing entries during loop

* Profiler sampling

* Unity 2019 compat

* code style

* pubkey validation

* use builtin aes engine selector

this is overly optimistic, as the hardware accelerated engine is only available on .net core 3 or higher

* Older unity version fix

* fix: EncryptionTransport uses KDF to ensure fixed size key (#3773)

* reset _time

* fix: EncryptionTransport use KDF to ensure fixed size key

* Expose pub key through transport

* Old Unity compat

* breaking: Asset Store Release
BREAKING CHANGE: Asset Store Release

* Removed empty folder meta

* chore: EncryptionTransport help url (#3774)

* fix: NetworkServer.Destroy now warns instead of throwing for null objects again

* fix: NetworkServer.OnCommandMessage NullReferenceException due to log message accessing a guaranteed-to-be-null value

* feat(Transport): IsEncrypted, EncryptionCipher virtuals

* feat: EncryptionTransport overrides IsEncrypted & Cipher (#3776)

* feat: SWT overrides Transport.IsEncrypted & EncryptionCipher (#3777)

TLS isn't technically correct, but there's no good way to get that info

* SimpleWebTransport: moved overrides down

* fix: #2503 Weaver Custom Read Write functions for Serialization not working over multiple assembly definitions

* chore(CI): RunUnityTests - updated unityVersion

* fix: EdgegapKcp StopHost() null reference exception (#3779)

see https://github.com/MirrorNetworking/Mirror/issues/3708

* fix(ILPostProcessorAssemblyResolver): Ignore Bee.BeeDriver
- There is now BeeDriver2, so using StartsWith

* PredictedRigidbody: make .predictedRigidbody accessible to other components!

* Examples: Prediction Benchmark with readme & current results

* readme changed from .txt to .md for formatting

* Prediction: syntax

* chore(CI): RunUnityTests - updated unityVersions

* PredictedRigidbody: OnDeserialize parsing grouped together (syntax change)

* PredictedRigidbody: syntax

* perf: PredictedRigidbody doesn't log hard correction when ahead anymore

* perf: Prediction.Sample() removed SortedList foreach iteration allocations(!)

* perf: PredictedRigidbody doesn't log "Separating Physics" anymore

* PredictedSyncData struct first step: same reads & writes

* perf: PredictedRigidbody syncs a blittable struct once instead of doing 5 separate reads/writes

* perf: PredictedRigidbody caches IsMoving sqr computations

* inlining

* perf: PredictedRigidbody FixedUpdate caches sqr computations

* perf: PredictedRigidbody RecordState only calls NetworkTime.time getter once

* perf: PredictedRigidbody state properties inlined

* perf: PredictedRigidbody RecordState only grabs count once

* prediction benchmark updated

* perf: PredictedRigidbody UpdateGhosting: only every few frames

* perf: PredictedRigidbody caches physics transform to use GetPositionAndRotation

* ProjectSettings resaved with current Unity version

* PredictedRigidbody: update hard follow commented code

* perf: PredictedRigidbody smoothFollowThreshold squared caching

* perf: PredictedRigidbody MoveTowardsCustom

* perf: PredictedRigidbody MoveTowardsCustom: only calculate distance factor once

* Prediction: RingBuffer perf comments

* feat: Edgegap Lobby Transport & Demo (#3780)

* feat: Edgegap Lobby Transport & Example

* Code Cleanup

* Rename data -> models

* Remove debug logs

* Log errors as OnClient/ServerError dont always log

* Only show joinable lobbies

* naming

* Transport help url

* old unity compat

* Unity 2020 compat as well

* Readme

* lobby name is required + correct placeholder

* Update lobby ui prefab too

* Lobby creation ui tweaks

* lobby url tooltip tweak

* Remove test lobby url

* chore: old unity compat for PredictedRigidbody (#3781)

* fix(EdgegapLobbyKcpTransport): Fixed HelpURL

* EncryptionTransportInspector: Fixed button label

* fix: Edgegap Lobby Create UI Tweaks (#3782)

* chore: Edgegap Lobby Create UI Tweaks

* 3 loading dots

* help urls

---------

Co-authored-by: mischa <16416509+miwarnec@users.noreply.github.com>
Co-authored-by: mischa <info@noobtuts.com>
Co-authored-by: Justin Nolan <justin@nolan.de>
Co-authored-by: JesusLuvsYooh <57072365+JesusLuvsYooh@users.noreply.github.com>
Co-authored-by: Robin Rolf <imer@imer.cc>
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
Co-authored-by: ninjakickja <80569286+ninjakickja@users.noreply.github.com>
Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
2024-04-15 22:57:03 +08:00
MrGadget1024
7e80464d5d NetworkManagerTemplate - simplified singleton 2023-11-04 12:54:30 -04:00
MrGadget1024
8b1796f0a3 NetworkManagerTemplate: comments 2023-04-10 16:26:33 -04:00
MrGadget1024
a30c85d389 fix(NetworkManagerTemplate): Updated OnServerError / OnClientError comments 2023-04-10 16:18:06 -04:00
MrGadget1024
fdd7a32402 NetworkManager Template - moved Awake override up 2022-12-27 20:00:33 -05:00
MrGadget1024
16d8c08a75 Network Manager Template - moved setting singleton to Awake 2022-12-27 15:23:08 -05:00
MrGadget1024
a7fb58d54f Updated NetworkManager Script Template 2022-12-07 16:22:34 -05:00
MrGadget
e0e098531e fixed NetworkManager Script Tempate
- broken by PR #3158
2022-05-13 10:32:44 -04:00
MrGadget
b117b92d08
fix: Updated Templates (#3090) 2022-02-06 06:25:08 -05:00
MrGadget
85e86bd4a0 fix: Network Manager Template singleton 2022-01-18 11:56:55 -05:00
MrGadget
88770f87c6 Updated NetworkManager Template 2022-01-16 01:30:13 -05:00
MrGadget
d6048911f2
fix: Obsolete NetworkConnection param in client callbacks (#2820)
* Obsoletes NetworkConnection param in client callbacks
- Use NetworkClient.connection instead

* fixed comments

* fixed more comments

* fixed more comments

* Restored original calls to virtuals with pragmas

* Call both old and new methods where possible

* added comments

* updated deprecated date

* fix parameters

* fixed examples

* comments
2021-12-11 12:16:26 -05:00
MrGadget1024
1bc8232d60 Updated NetworkManager ScriptTemplate 2021-09-17 04:22:52 -04:00
MrGadget1024
d559d45031 fixed usings order 2021-08-31 10:45:03 -04:00
Shaun He
56910a1f70
* fix: The type or namespace name 'Exception' could not be found (#2889) 2021-08-25 12:17:02 +08:00
MrGadget
a3e3543797
feat: Transport Exception Handling (#2835)
* feat: Transport Exception Handling
Transports can raise OnServerError and OnClientError
Both are propagated up through NetworkServer & NetworkClient & NetworkManager
Virtual methods added to Network Manager and Template

Fixes: #2782

* Fixed typo

* Better handling of server error

* Updated template comments

* Updated comments in Transport base class

* Syntax

* Update Transport.cs

* Update NetworkServer.cs

Co-authored-by: vis2k <info@noobtuts.com>
2021-07-15 13:26:01 +08:00
MrGadget1024
5fee51ada0 doc: Updated docs urls 2021-04-01 06:23:32 -04:00
MrGadget1024
ae5875203e Removed Overrides of OnServerError / OnClientError in templates 2021-02-17 22:14:27 -05:00
MrGadget
0675518762
fixed a bunch of typos (#2566)
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-02-06 17:52:24 -05:00
MrGadget
d743f79136
feat: Add ScriptTemplates to repo and package (#2559)
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-02-05 09:34:22 +08:00
vis2k
e67cef6666
Remove ScriptTemplates to clean up folder (#2213)
* Remove ScriptTemplates to clean up folder

* Update main.yml

Removing script templates from CI

Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-09-04 07:55:11 +02:00
MrGadget
75f3975041
breaking: Eliminates RemovePlayerMessage As Security Risk (#1835)
* fix: Deprecate RemovePlayerMessage As Security Risk

* Updated PreprocessorDefine

* Updating for changes in master

* Updating for changes in master

* Removed the error flag so tests could still pass
2020-05-03 16:45:53 +02:00
Chris Langsenkamp
8798cd18ce Updated NetworkManage template 2020-04-20 18:49:21 -04:00
Chris Langsenkamp
a6f98b09cf Updated NetworkManager Script Template 2020-04-01 23:49:47 -04:00
Chris Langsenkamp
4b27388771 Removed StartHost from ScriptTemplate 2020-03-08 11:19:13 -04:00
MrGadget
58f573729f Allow Custom Scene Handling (#1329) 2019-12-22 19:59:35 +01:00
MrGadget
8012972b0e Removed non-implemented overload (#1276) 2019-12-03 08:01:52 +01:00
Chris Langsenkamp
55dabf2755 Updated Templates 2019-11-29 18:44:55 -05:00
MrGadget
8cf6a0707e feat: Script Templates (#1217)
* Add Script Templates

* Moved serialization section down

* Added comments to Awake & Start

* Capitalization

* meta files

* Added doc links and XML comments
2019-11-23 10:59:38 +09:00