vis2k
4fb628702e
DotNetCompatibility: removed unused functions
2018-11-03 10:22:24 +01:00
vis2k
0758364b45
Removed unused ClientScene.GetStringForAssetId function
2018-11-03 10:09:49 +01:00
vis2k
a2a0fd3bf4
ClientScene.PrepareToSpawnSceneObjects simplified
2018-11-03 10:06:33 +01:00
Paul Pacheco
a5adb450ad
Users no longer need to remove channels
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Command, RPC and events methods now have channel attributes. Users no longer need to remove the channel when migrating to mirror.
2018-11-01 15:09:18 -05:00
Paul Pacheco
724ebc00d8
Allow for sending message on unreliable channels ( #98 )
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* Allow for sending message on unreliable channels
* Add channels to commands and rpcs
* Revert file formatting
* make channel id default parameter
2018-11-01 19:07:57 +01:00
Paul Pacheco
0a16b189c6
Use standard C# events instead of one callback ( #100 )
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* Use standard C# events instead of one callback
* Fix tests
* Trigger new build
* Trigger new build
* Remove blank line
2018-11-01 10:12:26 +01:00
Paul Pacheco
9068803ec9
Fix #91 editor crash ( #96 )
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When we try to generate a reader for a class that references itself, we have infinite recursion and editor crash
This PR stops the infinite recursion and displays an error instead just like with writers
2018-10-26 09:47:17 +02:00
Paul Pacheco
eb40109a53
Modularize network time ( #84 )
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* Modularize network time
* Renamed function for clarity
* Remove redundant class name
* Renamed method for clarity
2018-10-23 18:34:20 +02:00
Paul Pacheco
64cea34338
Fix typo
2018-10-23 11:20:34 -05:00
Paul Pacheco
39ad76cad1
Fix #75 , determine the RPC target ( #93 )
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* Fix issue #75 , determining the command target
If you add the same networkbehavior twice to a gameobject, only the commands in the first one work.
This can also happen if you have a base class, you inherit it, and you add more than one of the inherited classes to the same gameobject.
* Improve error message
* Fix issue #75 for all RPC methods
* Fix formatting consistency
* Fix build, replace logDebug with Debug
* Use new NetworkBehaviours cache
* Use FindIndex instead than for loop
* No need for local variable
* use int instead of byte for simplicity
* component index are int now
2018-10-23 18:17:42 +02:00
Paul Pacheco
1795cf8c2c
Use foreach instead of old style for ( #95 )
2018-10-23 16:44:32 +02:00
Paul Pacheco
a785f0d391
Ensure network behavior cache consistency ( #94 )
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It was assumed that CacheBehaviours was called to set m_NetworkBehaviours
With this change, the dependency is no longer there, the behaviours are simply cached the first time they are used
2018-10-23 16:21:54 +02:00
Paul Pacheco
f13dc5bf60
Fix build, there were still some logDebug around
2018-10-23 07:06:09 -05:00
vis2k
59f6b1c3f1
LogFilter simplified: Warning/Error are shown all the time, Debug messages depend on LogFilter.logDebug ( #73 )
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* LogFilter.logError removed. Errors are now always logged.
* LogFilter.logWarning removed. Warnings are now always logged.
* LogFilter levels replaced with a simple 'logDebug' boolean. NetworkManager uses 'ShowDebugMessages' instead of LogLevel now.
* LogFilter.logDebug renamed to .Debug
2018-10-23 10:14:20 +02:00
Paul Pacheco
d5713ec218
Fix warning
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Fix "SetDynamicAssetId object already has an assetId <xxxx>" that gets spammed in editor
2018-10-21 18:33:56 -05:00
Paul Pacheco
3816a69578
default channel should be reliable fragmented sequenced ( #65 )
2018-10-21 11:38:55 +02:00
vis2k
acc34e5fb3
Reverted InvalidDataException because it breaks Unity projects that use .net subset.
2018-10-20 15:44:28 +02:00
Paul Pacheco
8dd20b103c
Keep consistent switch formatting
2018-10-18 08:54:27 -05:00
Paul Pacheco
a8891520c9
Simplify a few switches
2018-10-18 08:49:44 -05:00
Paul Pacheco
11a6d84ffa
Use if for readability instead of switch with 2 cases
2018-10-18 08:43:31 -05:00
Paul Pacheco
c68be045fe
Add commit message to description
2018-10-17 19:36:09 -05:00
Paul Pacheco
86b9eba27a
Don't make a new build for .gitignore files
2018-10-17 19:28:36 -05:00
Paul Pacheco
bd45350892
Don't make a new release when we change docs
2018-10-17 19:27:43 -05:00
Paul Pacheco
35b27dbd03
Remove generated file
2018-10-17 19:25:26 -05:00
Paul Pacheco
9f1823e059
Change builds description
2018-10-17 19:18:50 -05:00
vis2k
103a3e254a
Added comment
2018-10-17 22:09:50 +02:00
Paul Pacheco
f10e1c3c7c
Simplify internal message processing ( #83 )
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* Simplify internal message processing
* improve explanation
2018-10-17 22:08:18 +02:00
vis2k
4860e365fb
NetworkHash128 replaced with Guid, with the NetworkIdentity serializa… ( #81 )
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* NetworkHash128 replaced with Guid, with the NetworkIdentity serialization trick (by storing it as string, but still sending it as Guid over the network, hence 16 instead of 64 bytes bandwidth)
* Remove test message again
* Avoid 'new Guid("")'
2018-10-17 09:46:24 +02:00
Paul Pacheco
470afff4e3
Throw an appropriate exception ( #82 )
2018-10-17 09:28:11 +02:00
Paul Pacheco
a49000a39f
Simplify conditional
2018-10-16 23:00:22 -05:00
Paul Pacheco
9f51c51330
Ignore reports from MFractor
2018-10-16 22:34:34 -05:00
Paul Pacheco
118e961847
Alpha should not change
2018-10-16 22:25:14 -05:00
Paul Pacheco
27e8d381ab
Connections cannot be null, remove redundant check
2018-10-16 11:36:30 -05:00
Paul Pacheco
37445979da
Replace NetworkInstanceId with uint ( #70 )
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* Replace NetworkInstanceId with uint
* Rename variable for clarity
* rename variable for clarity
* Assign 0 instead of new uint()
* Align variables
* Rename variable for clarity
* Renamed variable for clarity
* Fix opcode issue with uint netIdField
2018-10-16 15:30:46 +02:00
vis2k
f2d4fac170
NetworkIdentity.observers returns m_Observers directly without creating a new ReadOnlyCollection every time. This was a performance nightmare because we looped through observers all the time in NetworkServer.SendToObservers/SendToReady via observers[i], observers.Count, etc. Furthermore we don't even worry about ReadOnlyCollections in any other place. The user could clear and break all other collections all the time too.
2018-10-16 14:08:14 +02:00
vis2k
a754eaac4f
NetworkIdentity: replaced m_Observers and m_ObserverConnections lists with m_Observers Dictionary.
2018-10-16 13:15:08 +02:00
vis2k
998029fa6e
Update README.md
2018-10-16 10:48:06 +02:00
vis2k
f4f6bc1b16
Removed unused NetworkScene.DumpAllClientObjects function
2018-10-15 20:43:49 +02:00
vis2k
84ce1c5c82
Removed unused NetworkIdentity.AddNetworkId function
2018-10-15 20:39:25 +02:00
vis2k
b2cc89e3eb
Removed unused NetworkMessage.MaxMessageSize
2018-10-15 20:31:24 +02:00
vis2k
137b2a153d
Removed unused message types
2018-10-15 20:29:49 +02:00
Paul Pacheco
855e724304
Remove redundant null checks. ( #74 )
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* Remove redundant null checks.
Enforce that connections are added in AddConnection and removed with RemoveConnection.
Since connection cannot be null anymore, remove redundant null checks.
* Add connection after we added connection id
2018-10-15 18:21:30 +02:00
vis2k
e572417fbb
NetworkServer.connections list replaced with a Dictionary to remove all this 'fill list with null values until connectionId' magic
2018-10-15 15:53:27 +02:00
vis2k
4c86d8b457
NetworkManagerHUDEditor removed because there is no value in it. NetworkManagerHUD is used for the first 5 minutes in development until people create their own NetworkManager / UI. It doesn't need an Editor script that does all kinds of magic.
2018-10-15 14:22:47 +02:00
vis2k
0123f1dd6f
ForceSceneId uses uint instead of int to avoid unnecessary casting
2018-10-14 16:34:03 +02:00
vis2k
7569357f8e
Fixed grammar
2018-10-14 16:33:24 +02:00
Paul Pacheco
2d208bcae0
use uint, no need for a special NetworkSceneId ( #62 )
2018-10-14 16:31:50 +02:00
vis2k
5449c94f21
NetworkScenePostProcess: removed unnecessary 'UnityEditor.' syntax
2018-10-14 16:28:32 +02:00
vis2k
c16564c8fe
NetworkHash128: added comment that replacing it would break everything
2018-10-14 16:28:32 +02:00
Paul Pacheco
fc4803df3e
Merge branch 'mirror' of github.com:vis2k/Mirror into mirror
2018-10-14 08:28:51 -05:00