Commit Graph

6220 Commits

Author SHA1 Message Date
MrGadget
e14558aa4c chore(NetworkTransformBase): Removed Header attributes 2024-09-21 16:31:35 -04:00
MrGadget
3ad83d6911 breaking(NetworkTransform): Use Flags enum for Sync and Interpolation (#3751)
* breaking(NetworkTransform): Use Flags enum for Sync and Interpolation
- retains public fields converted to readonly shortcuts to flag enum value
- breaking change because components would be reset to defaults.

This may not get merged to current NT, but could be applied to future versions.

* NetworkTransform2kTests: removed commented code

* Better Naming and Bandwidth Savings Flags

* Removed comment
2024-09-21 16:31:35 -04:00
MrGadget
461c111171 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>
2024-09-21 16:31:35 -04:00
MrGadget
d17cf19765 feat(MoveToAssetsFolder): Editor Script Moves ScriptTemplates to Assets (#3805)
- Ensures ScriptTemplates folder is in Assets root
- Allows ScriptTemplates folder to be included in Asset Store package under Mirror folder
- Only runs once when Unity first loads project via SessionState flag
2024-09-21 16:31:35 -04:00
MrGadget
61c35d84f6 feat(SyncSet): Added OnChange Action 2024-09-21 16:31:35 -04:00
MrGadget
1199a1b42d fix(SyncSet): AddOperation now properly handles oldItem 2024-09-21 16:31:35 -04:00
MrGadget
0867186289 feat(SyncList): Added OnChange Action 2024-09-21 16:31:35 -04:00
MrGadget
732141cf92 feat(SyncDictionary): Added OnChange Action 2024-09-21 16:31:35 -04:00
MrGadget
3ef37dfa3f chore(NetworkServerRuntimeTest): Fixed typo 2024-09-21 16:31:35 -04:00
MrGadget
b5f5e25aab fix(NetworkAnimator): Default animatorSpeed to 1 (#3801) 2024-09-21 16:31:35 -04:00
MrGadget
6539bbc136 NetworkTransformBase: Eliminate redundant code 2024-09-21 16:31:35 -04:00
ReMake
7c4ded37a2 fix(NetworkRigidbody Components): Added missing OnTeleport overrides (#3788)
* Updated NetworkRigidbody Components for fix teleportation issues

fix teleportation issue

* Optimizes Usage of Physic.SyncTransform.
2024-09-21 16:31:34 -04:00
mischa
4fe0720070 fix(LatencySimulation): unreliable now sends over the correct channel 2024-09-21 16:31:34 -04:00
MrGadget
52d10e8c5f chore(SyncDictionary): Reorganized methods 2024-09-21 16:31:34 -04:00
mischa
0945269990 Stacked Prediction Example: show ping 2024-09-21 16:31:34 -04:00
mischa
a5d663ce20 Predicted Billiards: remove unused code 2024-09-21 16:31:34 -04:00
mischa
3cc1bc0431 Predicted Billiards Example: remove old 'inputs' code 2024-09-21 16:31:34 -04:00
mischa
b3225032ae fix(EdgegapHosting): only include enabled scenes in build (#3798)
* fix(EdgegapHosting): only include enabled scenes in build

* syntax
2024-09-21 16:31:34 -04:00
MrGadget
64e3b0eba4 chore(NetworkInformationPreview): align values to labels better 2024-09-21 16:31:34 -04:00
MrGadget
4d8d0df168 chore: Added LagCompensatorInspector (#3796) 2024-09-21 16:31:34 -04:00
MrGadget
e36f5c97ad fix(LagCompensator): Updated Attributes
ServerCallback, DisallowMultipleComponent, and HelpURL
2024-09-21 16:31:34 -04:00
MrGadget
fc9a9ea2a3 chore(NetworkManager): Fixed SendRate Tooltip 2024-09-21 16:31:34 -04:00
MrGadget
d4e3f1317a chore(NetworkManager): Clarified SendRate Tooltip 2024-09-21 16:31:34 -04:00
mischa
e4291963f2 perf(PredictedRigidbody): introduce FAST mode where physics & renderers aren't separated 2024-09-21 16:31:34 -04:00
mischa
665b2bdd47 forgot to remove logs 2024-09-21 16:31:34 -04:00
mischa
41c811afa8 fix(PredictedRigidbody): increase default motion smoothing angular velocity threshold 2024-09-21 16:31:34 -04:00
mischa
c6158acbc2 perf(PredictedRigidbody): OnReceivedState compares sqr magnitude (part 2) 2024-09-21 16:31:34 -04:00
mischa
b18edcc859 syntax 2024-09-21 16:31:34 -04:00
mischa
22cdece64a perf(PredictedRigidbody): OnReceivedState compares sqr magnitude 2024-09-21 16:31:34 -04:00
mischa
bb16a272f3 perf(PredictedRigidbody): revert syncing 'sleeping' because it cut benchmark performance in half (!) 2024-09-21 16:31:34 -04:00
MrGadget
0a0daa303e fix(RemoteStatistics): Changed default hotKey to backQuote
- Same as GUIConsole, and for the same reason (F11 is fullscreen in browser)
2024-09-21 16:31:34 -04:00
MrGadget
436ada9a0b feat(SyncSet): Add individual Actions for operations
Deprecates Callback Action.
2024-09-21 16:31:34 -04:00
MrGadget
d132a53cd1 style(SyncSetTest): code formatting 2024-09-21 16:31:34 -04:00
MrGadget
bbf85c689d fix(SyncSet): Clear after Callback
Allows users to iterate the set before it's wiped
2024-09-21 16:31:34 -04:00
MrGadget
a74a3d8db2 fix(SyncSet): Change Callback to Action 2024-09-21 16:31:34 -04:00
MrGadget
4c5a5dfec3 style(SyncSetTest): code formatting 2024-09-21 16:31:34 -04:00
MrGadget
f86acf6bed chore(SyncSet): code formatting 2024-09-21 16:31:34 -04:00
mischa
c9896c6f3e readme 2024-09-21 16:31:34 -04:00
mischa
c330942c9f Prediction Example: stacked predicted boxes 2024-09-21 16:31:34 -04:00
mischa
867bf7c492 PredictedRigidbody: sync & show remote.sleeping to easier debug objects coming to rest 2024-09-21 16:31:34 -04:00
MrGadget
824712df9c feat(SyncList): Add individual Actions for operations (#3794) 2024-09-21 16:31:34 -04:00
MrGadget
1919e61856 style(SyncListTest): Formatting 2024-09-21 16:31:34 -04:00
MrGadget
0e6661f36a chore(:SyncListTest): Improved tests 2024-09-21 16:31:34 -04:00
MrGadget
aecc8f2587 fix(SyncList): Clear after Callback
Allows users to iterate the list before it's wiped
2024-09-21 16:31:34 -04:00
MrGadget
c7305db462 fix(SyncList): Change Callback to Action 2024-09-21 16:31:34 -04:00
mischa
dc2f35a347 fix: PredictedRigidbody now always teleports to corrections to avoid objects not being able to move to a corrected position if there's another object inbetween 2024-09-21 16:31:34 -04:00
MrGadget
fb1fc3a0ae style(SyncList): formatting 2024-09-21 16:31:34 -04:00
mischa
bdac4445ca PredictedRigidbody: virtual Awake 2024-09-21 16:31:34 -04:00
F_CIL
06f0a4b291 Update comments for SyncVar (#3792)
The current comments for SyncVar is somewhat misleading. That is to say, it is mentioned in the comments that SyncVar can only be modified on the server side, and will be automatically synchronized to the client. But in fact, if syncDirection is set to ClientToServer, SyncVar should be modified on the client and automatically synchronized to the server and other clients. The same error exists in the comments of hook attribute
2024-09-21 16:31:34 -04:00
MrGadget
5c52e78b10 feat(SyncDictionary): Add individual Actions for operations (#3791) 2024-09-21 16:31:34 -04:00