Commit Graph

8651 Commits

Author SHA1 Message Date
MrGadget
3e254f9ef9
breaking(NetworkIdentity): Rename visible to visibility (#3748)
* breaking(NetworkIdentity): Rename visible to visibility

* Remove TODO comment
2024-01-22 12:25:40 +01:00
MrGadget
50d0008d03
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
2024-01-22 10:45:32 +01:00
MrGadget
4c0d979d4d fix(Room Example): Updated Reward Script
- Added Headers
- made `available` private with ReadOnly
2024-01-21 16:18:56 -05:00
JesusLuvsYooh
b69b5ae604
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
2024-01-21 10:02:42 -05:00
Justin Nolan
d97739df71
Add missing replace handler override to NetworkServer (#3744) 2024-01-21 14:55:37 +01:00
mischa
ac344fd9d1 Prediction: detect renderers in children 2024-01-21 12:28:33 +01:00
MrGadget
258a84c066
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>
2024-01-20 10:47:41 +01:00
MrGadget
e10ab75bf5
fix(InterestManagement): Separate ResetState (#3743)
* fix(InterestManagement): Separate ResetState
We should not have hijacked Unity's callback for runtime resets.

* Updated Template
2024-01-20 10:46:29 +01:00
MrGadget
dd1a457f71
fix(NetworkIdentity): Separate ResetState (#3742)
* fix(NetworkTransform): Separate ResetState
We should not have hijacked Unity's callback for runtime resets.

* Rename test too
2024-01-20 10:46:13 +01:00
MrGadget
87979aeb38 fix: Updated Network Transform Template 2024-01-19 14:30:05 -05:00
MrGadget
b885db3703
fix(NetworkTransform): Separate ResetState (#3738)
We should not have hijacked Unity's callback for runtime resets.
2024-01-19 18:23:35 +01:00
MrGadget
ac050a804d
fix(NetworkServerTest): Updated tests (#3739)
- Expect Errors from PR #3737
2024-01-19 09:39:05 -05:00
MrGadget
e1a1f49d0c
fix: NetworkServer and NetworkClient respect exceptionDisconnect (#3737)
Throws error for disconnect, warning otherwise.
2024-01-19 11:07:33 +01:00
mischa
1791d29da2 Prediction: force syncInterval=0 for now to reduce risks of projects misconfiguring this 2024-01-15 21:13:20 +01:00
mischa
98061c0f59 Prediction: increase default snap threshold from 0.5 to 2.0 to reduce jitter/fighting at 500ms RTT before objects are coming to rest 2024-01-15 15:46:41 +01:00
mischa
552ea5a6b1 Prediction: snapping now inserts the snapped state into history for more accurate corrections afterward 2024-01-15 10:45:31 +01:00
mischa
3719b25d3d Prediction: snapping now applies velocity. fixes stop-start-stop effect for final slow movements 2024-01-15 10:45:31 +01:00
MrGadget
f963f0eb9e fix(NetworkMatch): Added read only display of MatchID 2024-01-14 08:54:57 -05:00
mischa
0cb96901b8 Prediction: add server state ghost too 2024-01-14 13:39:29 +01:00
mischa
d3f916fc25 Prediction: inverse control flow where instead of separating renderers, we separate physics 2024-01-14 11:18:40 +01:00
mischa
ea136ee265 Prediction: recordInterval option 2024-01-14 10:15:33 +01:00
MrGadget
4e5e7a18c4 fix(NetworkAnimator): Added gameObject to Debug.LogWarnings 2024-01-13 16:27:49 -05:00
MrGadget
82a96a28f0 style(Attributes): removed space 2024-01-13 16:24:27 -05:00
mischa
832eb79876 Prediction: remove preview warning 2024-01-12 12:09:36 +01:00
mischa
7ec272f733 NetworkIdentity: make clientStarted internal, this doesn't need to be in the user facing API 2024-01-12 10:46:28 +01:00
mischa
7fae26ff6f PredictedRigidbody: add user callbacks 2024-01-11 19:45:28 +01:00
mischa
4dde5bf7d8 PredictedRigidbody: remove 'preview' warning! 2024-01-11 14:28:40 +01:00
mischa
10e7d716a7 PredictedRigidbody: now corrects rotations (hard, without deltas for now) 2024-01-11 14:23:59 +01:00
mischa
92444bfcb3 PredictedState: add quaternion requirements 2024-01-11 14:23:02 +01:00
mischa
0cb3568bb1 PredictedRigidbody: correctionThreshold renamed to positionCorrectionThreshold for clarity 2024-01-11 13:43:00 +01:00
mischa
8de65b5ae3 syntax 2024-01-11 13:42:51 +01:00
mischa
79c4298db9 Prediction: InsertCorrection moved into CorrectHistory, with complete step by step test coverage for the algorithm 2024-01-11 13:07:15 +01:00
mischa
383aff2698 fix(Prediction): revert to previous Sample() implementation, but with manual 'afterIndex' counting to fix failing test 2024-01-11 11:52:14 +01:00
mischa
e441ddb88d Predicton: update comment 2024-01-11 11:32:21 +01:00
MrGadget
d5bbfee793 fix(NetworkAnimator): Enable -> OnEnable 2024-01-10 15:06:22 -05:00
mischa
d525be9670 perf(Prediction): CorrectHistory now starts at the 'afterIndex' from Sampling. replaces two full iterations with two half = one full iteration 2024-01-10 15:56:03 +01:00
mischa
b1419db4f4 Prediction: Sample() now returns 'afterIndex' to reuse in the other iteration later 2024-01-10 15:56:01 +01:00
mischa
8473eff1ff Prediction.CorrectHistory: reuse 'key'. same but cleaner. 2024-01-10 15:41:33 +01:00
mischa
0fd342e6a9 Prediction: CompareState renamed to OnReceivedState 2024-01-10 15:39:53 +01:00
mischa
eab82ee465 Prediction: simplify CorrectHistory by moving InsertCorrection into CompareState 2024-01-10 15:38:52 +01:00
mischa
e06fcd5535 Prediction: call ApplyState directly; move ApplyCorrection into Compare state. prepares for more improvements later. 2024-01-10 15:36:11 +01:00
mischa
9aadcbf442 syntax 2024-01-10 15:25:29 +01:00
mischa
13aa0c2e6b Prediction: syntax 2024-01-10 14:36:44 +01:00
mischa
157a86fa7b Prediction: simplify CompareState. detect edge cases early instead of late to prepare for more refactoring 2024-01-10 14:34:18 +01:00
MrGadget
9b9b9cc400
fix(NetworkServer): Improve Warnings (#3727)
* fix(NetworkServer): Improve Warnings
- Attempt to dig up the Object, component, and method name to make debugging easier
- Changes identity to identity.name so the object name is logged correctly.

* Update Assets/Mirror/Core/NetworkServer.cs

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

* Update Assets/Mirror/Core/NetworkServer.cs

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

* Use GetFunctionMethodName

* cleanup

---------

Co-authored-by: mischa <16416509+miwarnec@users.noreply.github.com>
2024-01-10 13:46:48 +01:00
MrGadget1024
ac72d3670d fix(NetworkServer): Log message cleanup 2024-01-10 07:24:26 -05:00
MrGadget
d86d297c26
feat(RemoteProcedureCalls): Added GetFunctionMethodName (#3732)
* fix(Weaver): Move InvokeRpcPrefix from Weaver to RemoteProcedureCalls

* feat(RemoteProcedureCalls): Added GetFunctionMethodName
2024-01-10 13:17:44 +01:00
MrGadget
110580a454
fix(Weaver): Move InvokeRpcPrefix from Weaver to RemoteProcedureCalls (#3731) 2024-01-10 13:16:49 +01:00
mischa
849dd94ce7 Tests: Prediction.Sample() 2024-01-10 11:51:22 +01:00
mischa
b3e102e4fd perf(PredictedRigidbody): comparing idle objects now skips recording state (= inserting into tree structure) as well 2024-01-10 10:27:27 +01:00