vis2k
e942062c79
NetworkServerTests simplified by storing Transport in a field
2021-05-11 16:34:44 +08:00
vis2k
7c358054d7
fix: NetworkServer.OnTransportDisconnected doesn't call conn.Disconnect() again. avoids possible deadlocks etc.
2021-05-11 13:15:14 +08:00
vis2k
7d807d04fa
add TODO
2021-05-11 13:05:20 +08:00
vis2k
4722b9739d
NetworkClient.Disconnect: RemoveLocalConnection call moved into LocalConnectionToServer where it belongs
2021-05-11 12:58:02 +08:00
vis2k
015a8ea1a4
NetworkClient.Disconnect: connection != null check not needed because of the new early return
2021-05-11 12:41:07 +08:00
vis2k
f0caa19270
add TODO
2021-05-11 12:36:20 +08:00
vis2k
e8a6b5c2b5
NetworkClient.Disconnect: remove dead code
2021-05-11 12:35:44 +08:00
vis2k
79caa1b9a2
NetworkClient.Disconnect: early return so it's not called twice
2021-05-11 12:31:20 +08:00
vis2k
1733b84cbe
breaking: Transport.ServerDisconnect return value changed from bool to void because it's not used anywhere
2021-05-11 12:06:12 +08:00
vis2k
45e481e65e
NetworkConnection.RemoveObservers renamed to RemoveFromObservingsObservers because that's what it actually does
2021-05-11 11:47:46 +08:00
vis2k
979f67497e
disable failing test
2021-05-10 23:23:20 +08:00
vis2k
76241da75f
breaking: obsolete Mirror timeout handling. Transport handle it instead. ( #2711 )
2021-05-10 21:37:29 +08:00
vis2k
9b2e7d09c7
add comment
2021-05-10 21:33:38 +08:00
vis2k
939f2820ea
fix: NetworkServer.OnDisconnect now calls DestroyPlayerForConnection if NetworkManager doesn't handle it.
2021-05-10 21:04:03 +08:00
vis2k
eadda02701
add comment
2021-05-10 20:59:30 +08:00
vis2k
e723a52c97
add comments
2021-05-10 20:57:38 +08:00
vis2k
497c279b2f
TODO
2021-05-10 20:49:45 +08:00
vis2k
561ec64960
NetworkManager: remove redundant OnServerDisconnectInternal
2021-05-10 20:44:19 +08:00
vis2k
522a9533f6
NetworkConnection.TransportReceive renamed to OnTransportData
2021-05-10 20:17:34 +08:00
vis2k
0d3d0bdf5f
NetworkClient: Transport events renamed to be more obvious
2021-05-10 20:11:31 +08:00
vis2k
b11cc9c52a
NetworkServer: Transport events renamed to be more obvious
2021-05-10 20:07:16 +08:00
vis2k
5b84aee346
Transport: add comments on what is required
2021-05-10 19:47:20 +08:00
MrGadget1024
18dc7cc373
feat: sync scale and interpolation adjustments
...
- PR #2704 should have been prefixed with "feat" for version bump
2021-05-05 00:25:41 -04:00
JesusLuvsYooh
fa8ef7da49
sync scale and interpolation adjustments ( #2704 )
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* sync scale and interpolation adjustments
* Update NetworkTransformBase.cs
2021-05-03 10:22:39 +08:00
MrGadget
474f278575
fix: Network Authentators: Removed NetworkConnection parameter ( #2703 )
...
As was done in other areas, now using `NetworkClient.connection` instead of passing a `conn` parameter around.
- Abstract NetworkAuthenticator now has obsoletes.
- Basic and Timeout Authenticators Updated
- Network Manager Updated
- Script Template Updated
2021-04-30 09:33:17 +08:00
Musab Gültekin
1167e50fed
Typo fix ( #2696 )
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Fix a typo at line 1218 on NetworkManager.cs
2021-04-22 09:17:40 -04:00
MrGadget
29668bdf6a
feat: Prevent Player Prefab from being added to spawnPrefabs ( #2678 )
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* feat: Prevent Player Prefab from being added to spawnPrefabs
This will prevent this unhelpful warning:
`Replacing existing prefab with assetId 'c3ee5d2b-0807-ecb4-f85b-93753624468e'. Old prefab 'Player', New prefab 'Player'`
* added comment
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-04-22 10:47:23 +08:00
vis2k
9fe19bf8e8
'Spawn scene object not found' error improved
2021-04-19 11:44:03 +08:00
Laur3nt1u
6db8e4a929
SimpleWebTransport fix ssl handshake ( #2689 )
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This fixes the handshake for reverse proxy use
2021-04-14 10:11:56 +08:00
MrGadget
8ef84791be
Moved "removed" files to Empty folders ( #2692 )
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Moved "removed" files to Empty folders in same folder as original to preserve meta references.
In one case the entire Logging folder was moved.
In all cases I stayed within the coverage of AsmDef's that they were previously.
2021-04-14 10:10:30 +08:00
vis2k
3e555c92ba
breaking: MessagePacking GetId<T> return value changed to ushort because that's what it always is. type safety matters.
2021-04-06 18:57:55 +08:00
MrGadget1024
6c5934f731
fix: Added ServerAuthFailed bool to Basic Authenticator
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Fixes #2621
2021-04-06 00:02:51 -04:00
MrGadget1024
5fee51ada0
doc: Updated docs urls
2021-04-01 06:23:32 -04:00
vis2k
93ee04723a
version define
2021-03-28 10:03:55 +08:00
MrGadget
621153c95e
feat: Call ConfigureServerFrameRate For Headless Clients ( #2660 )
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* feat: Call ConfigureServerFrameRate for headless clients
* code order consistancy
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-27 18:53:18 +08:00
MrGadget
008dbbcf9c
fix: Prevent client shutdown from running twice ( #2666 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-27 18:52:27 +08:00
vis2k
2ec53df4a9
syntax
2021-03-27 12:06:14 +08:00
vis2k
3a9d954404
fix : #2579 - Weaver skips already weaved assemblies when restarting Unity. fixes a bug where GeneratedNetworkCode class would exist twice, while the newer one was missing some writers
2021-03-27 11:49:12 +08:00
vis2k
afc4f584fc
syntax
2021-03-27 11:30:52 +08:00
vis2k
a4eb0c4d77
Weaver: CreateGeneratedCodeClass helper function and some restructuring so it's not hidden in WeaverList constructor
2021-03-27 11:09:52 +08:00
vis2k
e356e4f9c8
Weaver: GeneratedNetworkCode name as const
2021-03-27 11:05:01 +08:00
vis2k
42065c1699
add comment
2021-03-27 11:05:01 +08:00
MrGadget1024
38250ebb59
Added tooltip to SyncMode for inspector
2021-03-26 13:07:46 -04:00
vis2k
95a7f830c3
add log for debugging if needed
2021-03-26 19:34:37 +08:00
vis2k
98109c0ed3
add comments
2021-03-26 11:32:40 +08:00
vis2k
b1754c8748
Weaver.ReaderWriterProcessor.InitialzieReaderAndWriters: eli5
2021-03-26 11:31:41 +08:00
vis2k
417642475a
fix : #2579 "No writer found" error when running Mirror tests in Unity 2020.3 Editor. fixes the first bug in editor, but maybe not the runtime bug? or maybe it does.
2021-03-26 11:17:56 +08:00
vis2k
b7c63c3067
fix : #2517 - NetworkManager.UpdateScene wraps FinishLoadScene in try/catch to guarantee loadingSceneAsync being cleared no matter what. fixes a bug where if FinishLoadScene throws then loadingSceneAsync is never cleared and the code runs every update
2021-03-21 23:54:13 +08:00
vis2k
57ae5372ba
NetworkManager.UpdateScene made non static. it wasn't obvious why this would be static, and it's called from nonstatic Update() anyway. makes it cleaner.
2021-03-21 12:33:06 +08:00
vis2k
b422ccb29e
NetworkManager.FinishLoadScene made protected so inheritors can still use it, but users don't need to worry about it (not in the public API)
2021-03-21 12:31:41 +08:00