vis2k
dd9949d3aa
HostSetup: reuse CreateGameObject
2021-05-26 19:40:16 +08:00
vis2k
c636e19dcd
remove unused import
2021-05-26 19:37:53 +08:00
vis2k
f94ff22f55
NetworkServerRuntimeTests: reuse MirrorPlayModeTest
2021-05-26 19:37:21 +08:00
vis2k
a911e580e1
add comment
2021-05-26 19:35:49 +08:00
vis2k
e45c6b98ca
add comment
2021-05-26 19:34:27 +08:00
vis2k
a143124941
NetworkIdentityTests (runtime): reuse MirrorPlayModeTest
2021-05-26 19:33:28 +08:00
vis2k
9b78ee82f1
Tests: MultiplexTransportEnableTest moved to separate file
2021-05-26 19:30:02 +08:00
vis2k
227402c6aa
ClientSceneTests_LocalPlayer: reuse CreateNetworked
2021-05-26 19:28:02 +08:00
vis2k
5e1e8128fe
ClientSceneTests_DestroyAllClientObjects uses MirrorPlayModeTest
2021-05-26 19:26:01 +08:00
vis2k
5c38f6f989
syntax
2021-05-26 19:20:20 +08:00
vis2k
359184942f
Tests: HostSetup reuses MirrorPlayModeTest
2021-05-26 19:17:46 +08:00
vis2k
e5f4461315
rename
2021-05-26 19:15:45 +08:00
vis2k
378a7402b9
MirrorPlayModeTest
2021-05-26 19:14:58 +08:00
vis2k
dc2fee7212
MirrorTest renamed to MirrorEditModeTest to prepare for MirrorPlayModeTest
2021-05-26 18:46:20 +08:00
vis2k
940ff58e72
NetworkClient.isLocalClient renamed to isHostClient, which is less confusing
2021-05-26 18:33:41 +08:00
vis2k
443b542fb6
update summary
2021-05-26 18:31:14 +08:00
vis2k
a43837e0d8
UpdateVarsMessage renamed to EntityStateMessage so it's more obvious. NetworkClient.OnEntityStateMessage can be reused for WorldState easier later.
2021-05-26 18:16:51 +08:00
vis2k
0a6cd15bbd
MessagePackingTest: don't rely on UpdateVarsMessage
2021-05-26 18:14:55 +08:00
vis2k
193d2cbfeb
syntax
2021-05-26 18:06:08 +08:00
vis2k
b4cecccbcb
NetworkServer: GetEntitySerializationForConnection helper function
2021-05-26 18:04:48 +08:00
vis2k
ca319fdb32
rename
2021-05-26 17:58:42 +08:00
vis2k
27378e3146
syntax
2021-05-26 17:57:17 +08:00
vis2k
98bd54f5eb
NetworkServer.Broadcast helper function
2021-05-26 17:56:14 +08:00
vis2k
4763bad896
NetworkServer: DisconnectInactive helper function
2021-05-26 17:55:06 +08:00
vis2k
82b79df1be
NetworkServer: ClearSpawnedDirtyBits helper function
2021-05-26 17:52:29 +08:00
vis2k
a8630abbf6
NetworkServer: CleanupSerializations helper function
2021-05-26 17:51:15 +08:00
vis2k
2085cd387f
NetworkServer: broadcast to connection code moved into BroadcastToConnection
2021-05-26 17:49:19 +08:00
vis2k
7af1156d4a
perf: Extensions.CopyTo foreach allocation removed
2021-05-26 14:51:17 +08:00
vis2k
15b13c9bf6
perf: Pool initial capacity. allocates writers during initialization so we have fewer allocations in the first few frames
2021-05-26 14:45:11 +08:00
vis2k
8adede43a2
NetworkIdentity.visibility: assign from Awake instead of lazy get
2021-05-26 14:19:13 +08:00
vis2k
a10cdd6cbf
NetworkConnection: move message processing to NetworkServer/Client to avoid extra round in call stack ( #2744 )
...
* NetworkConnection: remove redundant .handlers state. NetworkConnectionToClient/Server use NetworkServer/Client anyway.
* NetworkConnection: move OnTransportData to NetworkServer/Client to simplify call stack. previously it was:
Transport.OnData
Server/Client.OnTransportData
Connection.OnTransportData
Connection.UnpackAndInvoke
Connection.InvokeHandler
Server/Client.Handler
now it is:
Transport.OnData
Server/Client.OnTransportData
Server/Client.UnpackAndInvoke
Server/Client.Handler
2021-05-26 10:18:44 +08:00
MrGadget1024
26a7a2f76a
fix: Stop Discovery when client gets into Connected state
2021-05-24 22:30:11 -04:00
vis2k
e5f32feeba
syntax
2021-05-24 17:45:26 +08:00
vis2k
ceb7b24b8a
breaking: NetworkBehaviour .netIdentity, .ComponentIndex, .NetworkBehaviours[] simplified by setting it from NetworkIdentity.Awake() ( #2742 )
2021-05-24 17:41:34 +08:00
vis2k
52b3c94e20
NetworkServerTest: clean up client too
2021-05-24 16:04:43 +08:00
vis2k
9ac8997d6a
comments
2021-05-24 15:06:29 +08:00
vis2k
02e8cde323
syntax
2021-05-24 15:05:05 +08:00
vis2k
98ea3af0e0
LocalConnectionTest: correct test names
2021-05-24 15:04:41 +08:00
vis2k
7ebb7fafcb
rename
2021-05-24 14:55:03 +08:00
vis2k
3309fa4cc3
TODO
2021-05-23 23:42:44 +08:00
vis2k
77e8f1d7e4
ClientSceneTests: reuse CreateNetworked
2021-05-23 23:36:26 +08:00
vis2k
0a28072f26
syntax
2021-05-23 22:41:27 +08:00
vis2k
1f7e97e29b
BatchingTests : MirrorTest
2021-05-23 22:40:07 +08:00
vis2k
1f858fff01
remove unnecessary BasicAuthenticatorTest
2021-05-23 22:38:55 +08:00
vis2k
04d5b7d5f0
NetworkIdentityTests: cleanup via CreateNetworked
2021-05-23 20:03:21 +08:00
vis2k
0426920d88
MirrorTest: CreateNetworked<T,U,V>
2021-05-23 19:57:04 +08:00
vis2k
78493f5fe3
this too
2021-05-23 19:53:54 +08:00
vis2k
8f336b8551
NetworkIdentityTests: simplify cleanup
2021-05-23 19:49:07 +08:00
vis2k
aec7e7ac77
NetworkBehaviourTests: cleanup via CreateNetworked
2021-05-23 19:40:02 +08:00
vis2k
7d5655ae56
NetworkBehaviourTests: simplify cleanup
2021-05-23 19:19:44 +08:00
vis2k
4a4415d456
NetworkBehaviourTests: reuse CreateNetworked
2021-05-23 19:17:13 +08:00
vis2k
edcbaae9a4
NetworkBehaviourTests: ComponentIndex simplified
2021-05-23 19:12:03 +08:00
vis2k
ec332f8b74
syntax
2021-05-23 19:08:49 +08:00
vis2k
3e62659b6f
NetworkServerTests: cleanup
2021-05-23 19:05:37 +08:00
MrGadget1024
e09b313571
Syntax. made list readonly (code smell)
2021-05-23 06:30:19 -04:00
vis2k
c8156292a5
fix : #2739 : NetworkServer.Update now operates on a copy of connections so transports can call OnTransportDisconnected from within send. avoids 'collection can't be modified while iterating' exception
2021-05-23 17:32:01 +08:00
vis2k
7364361028
Extensions: CopyTo(List<T>) and test
2021-05-23 17:31:06 +08:00
vis2k
db6a842358
Tests: NetworkServer.UpdateWithTimedOutConnection related to #2718
2021-05-22 14:49:54 +08:00
vis2k
b20c5b636c
InterestManagementTests: utilize MirrorTest
2021-05-20 16:02:49 +08:00
vis2k
8961eb2ec6
SyncVarTest: reuse CreateNetworked
2021-05-20 15:56:54 +08:00
vis2k
f846b311f3
ClientSceneTestsBase: remove unnecessary shortcuts
2021-05-20 15:48:42 +08:00
vis2k
fd2288e541
ClientSceneTestsBase: remove tracking
2021-05-20 15:41:15 +08:00
vis2k
9e73f074c9
ClientSceneTests: reuse CreateNetworked/CreateGameObject
2021-05-20 15:40:22 +08:00
vis2k
25f069065e
MirrorTest: CreateGameObject
2021-05-20 15:38:53 +08:00
vis2k
d43e85b5ae
ClientSceneTests: reuse CreateNetworked
2021-05-20 15:36:08 +08:00
vis2k
63023c1f27
Tests: SpawnObject reuses CreateNetworked
2021-05-20 15:29:08 +08:00
vis2k
c8193c2100
ClientSceneTest: CreateSceneObject reuses CreateNetworked
2021-05-20 15:26:58 +08:00
vis2k
648b7a650b
ClientSceneTestsBase : MirrorTest
2021-05-20 15:26:58 +08:00
James Frowen
aee7c82ddd
fix: fixing NetworkDiagnostics receive for batching ( #2700 )
2021-05-20 15:05:33 +08:00
vis2k
80c69422ab
NetworkManagerHUD: show host status separately to avoid confusion (see #2725 )
2021-05-20 15:04:29 +08:00
vis2k
260eed289e
NetworkManagerHUD connected wording
2021-05-20 15:00:21 +08:00
MrGadget1024
c1d8964c82
MIRROR_39_0_OR_NEWER
2021-05-20 02:04:11 -04:00
vis2k
887a31942e
NetworkWriterTest: use CreateNetworked
2021-05-20 13:31:41 +08:00
vis2k
2052d1e7ca
NetworkWriterTest: use CreateNetworked
2021-05-20 13:30:50 +08:00
vis2k
4b3061a786
remove unused
2021-05-20 13:27:28 +08:00
vis2k
b6a8f6853f
Tests: finally remove CreateNetworkIdentity
2021-05-20 13:26:26 +08:00
vis2k
7011a1f49f
SyncVarTests: remove dependency on CreateNetworkIdentity
2021-05-20 13:26:04 +08:00
vis2k
ff2c264fae
Tests: remove generic magic
2021-05-20 13:19:19 +08:00
vis2k
bbeb544d23
Tests: SyncVarCacheNetidForBehaviour: don't use generic magic
2021-05-20 13:18:38 +08:00
MrGadget1024
b2105be8f1
feat: RoomManager Auto-Restart
...
When in headless server mode, and when last player disconnects, RoomManager will self-call `StopServer` which will fully reset it to the offline scene and then back to the Room scene so players can join again for another play.
2021-05-20 01:16:08 -04:00
MrGadget1024
c7fe7acc15
Moved Discovery Stop buttons down a bit
2021-05-20 01:16:08 -04:00
vis2k
bcb0e1f53d
Tests: SyncVarCacheNetidForIdentity: don't use generic magic
2021-05-20 13:15:57 +08:00
vis2k
11be7869fc
Tests: SyncVarCacheNetIdForGameObject: don't use generic magic
2021-05-20 13:13:57 +08:00
vis2k
a8249bb13d
remove unused test
2021-05-20 13:10:10 +08:00
vis2k
0af57b1bea
SyncVarHookTest: reduce dependencies on CreateNetworkIdentity to prepare for removal
2021-05-20 13:08:12 +08:00
vis2k
35e1976373
SyncVarHookTest: reduce dependencies on CreateNetworkIdentity to prepare for removal
2021-05-20 13:06:21 +08:00
MrGadget
b4e81537c9
fix: Shutdown Discovery in OnDisable / OnDestroy ( #2736 )
2021-05-20 13:06:12 +08:00
MrGadget1024
d0e5131b3f
feat: Added Stop buttons to Discovery HUD
...
Copied from NetworkManagerHUD
2021-05-20 00:49:12 -04:00
vis2k
e153cd6ced
TODO
2021-05-20 12:25:34 +08:00
vis2k
538f6c7b29
SyncVarTest: reuse CreateNetworked instead of CreateNetworkIdentity
2021-05-20 12:23:04 +08:00
vis2k
2650d92804
NetworkIdentity.Reset: add comment
2021-05-20 11:46:06 +08:00
vis2k
404d5a884f
Tests call NetworkIdentity.Awake now too. prepares for NetworkComponents initialization.
2021-05-20 11:39:12 +08:00
vis2k
69fea4064b
CreateNetworkedAndSpawn: reuse CreateNetworked
2021-05-20 11:35:57 +08:00
vis2k
86d8986f5b
remove unused
2021-05-19 20:21:30 +08:00
vis2k
1a75bcc616
SyncVarHookTest: reuse CreateNetworked
2021-05-19 20:21:05 +08:00
vis2k
c59d453cd8
remove unused
2021-05-19 20:16:47 +08:00
vis2k
819552d6a7
SyncVarTests: reuse CreateNetworked
2021-05-19 20:15:25 +08:00
vis2k
f6583f5d88
MirrorTest: set syncInterval=0 too
2021-05-19 19:58:20 +08:00
vis2k
1a4cd6a250
SyncVarTestBase: reuse MirrorTest
2021-05-19 19:54:06 +08:00
vis2k
ad224baf38
RemoteTestBase: remove unused
2021-05-19 19:48:32 +08:00
vis2k
181464521c
NetworkServerTest: use MirrorTest CreateNetworked
2021-05-19 19:47:10 +08:00
vis2k
f6c13424cf
MirrorTest: CreateNetworked<T,U>
2021-05-19 19:47:10 +08:00
vis2k
152ffb11a7
NetworkMatchCheckerTest reuses MirrorTest
2021-05-19 19:47:10 +08:00
vis2k
09d749e613
NetworkManagerTest reuses MirrorTest
2021-05-19 19:47:10 +08:00
vis2k
9c8f60bd56
NetworkManagerStopHostOnServerDisconnectTest reuses MirrorTest
2021-05-19 19:47:10 +08:00
vis2k
b7cbbb02c0
NetworkIdentityTests reuse MirrorTest
2021-05-19 19:47:10 +08:00
vis2k
4ee6eec558
NetworkConnectionToClientTests reuse MirrorTest
2021-05-19 19:47:10 +08:00
vis2k
b180fd5001
NetworkClientTests reuse MirrorTest
2021-05-19 19:47:10 +08:00
vis2k
d2f181a7d6
MirrorTest.UpdateTransport helper
2021-05-19 19:47:10 +08:00
vis2k
385facbe5c
NetworkBehaviourTests reuses MirrorTest
2021-05-19 19:47:10 +08:00
vis2k
787a734ce5
TODO
2021-05-19 19:47:10 +08:00
vis2k
6db98895a1
MirrorTest: CreateNetworkedAndSpawn, ProcessMessages
2021-05-19 19:47:10 +08:00
vis2k
97c525eb88
TargetRpcTest: reuse CreateNetworked
2021-05-19 19:47:10 +08:00
vis2k
e98ce05bee
protected
2021-05-19 19:47:10 +08:00
vis2k
8a7c474e25
null check
2021-05-19 19:47:10 +08:00
vis2k
0d8ca1fe66
RemoteTestBase uses MirrorTest
2021-05-19 19:47:10 +08:00
vis2k
753ee98a09
MirrorTest creates MemoryTransport too
2021-05-19 19:47:10 +08:00
vis2k
8d4a6f0f21
Tests: MirrorTest helper class
2021-05-19 19:47:10 +08:00
vis2k
31e85ac834
remove unnecessary NetworkTransformChildTest
2021-05-19 19:46:59 +08:00
vis2k
511f9ee453
NetworkMatchCheckerTest: don't use reflection
2021-05-19 19:29:38 +08:00
vis2k
4a52a566c6
perf: NetworkBehaviour ComponentIndex O(N) => O(1) via caching
2021-05-19 15:31:23 +08:00
vis2k
72c440bd9c
TODO
2021-05-19 15:29:38 +08:00
vis2k
237357c147
TODO
2021-05-19 15:29:10 +08:00
vis2k
3851325c59
oops
2021-05-19 12:37:31 +08:00
vis2k
dc70cd33d7
Tests: CreateNetworked without NetworkBehaviour
2021-05-19 12:37:20 +08:00
vis2k
c4491fe0d6
Tests: ActivateHostSceneCallsOnStartClient uses CreateNetworked
2021-05-19 12:35:54 +08:00
vis2k
691ac1311c
TestUtils.CreateNetworked<T>
2021-05-19 12:32:34 +08:00
vis2k
c8349f3f01
TestUtils.CreateBehaviour
2021-05-19 12:03:29 +08:00
Chris Lang
96cf4e74c4
Updated processor define symbols for breaking changes
...
- We really need to remember or automate this.
2021-05-18 14:14:16 -04:00
Chris Lang
c48beedb48
Dated Deprecations
2021-05-18 11:00:34 -04:00
vis2k
a14da0a701
TODO
2021-05-18 22:03:44 +08:00
vis2k
c4dcb4d176
add comment
2021-05-18 22:00:46 +08:00
vis2k
c4e37f670c
NetworkReader API cleanup: ReadInt16 => ReadShort etc.
2021-05-18 21:01:48 +08:00
vis2k
46539ef816
NetworkWriter API cleanup: WriteInt16 => WriteShort etc.
2021-05-18 13:31:44 +08:00
vis2k
c661fdac36
fix test after NetworkWriter Length removal
2021-05-18 13:25:13 +08:00
vis2k
8a4416e3b5
breaking: perf: remove NetworkWriter.Length/SetLength/EnsureLength. Position is enough. ( #2731 )
...
* NetworkWriter: obsolete .Length and .SetLength()
* breaking: perf: remove NetworkWriter.Length/SetLength/EnsureLength. Position is enough.
2021-05-18 12:07:10 +08:00
vis2k
e823de74bd
Mirror uses new Transport.Send version everywhere
2021-05-17 17:41:54 +08:00
vis2k
9a0cce64cd
Transport.Send API cleanup: channelId is now the last parameter, for consistency with the rest of Mirror where it's often a default parameter (which has to be last)
2021-05-17 17:27:58 +08:00
vis2k
f79709a263
Transport: xml comments cleanup
2021-05-17 17:06:53 +08:00
vis2k
6ebe813fc8
add comment
2021-05-16 14:06:09 +08:00
MrGadget
28f186a76f
fix: Reset Network Time whenever server starts ( #2713 )
2021-05-15 14:45:26 +08:00
vis2k
d33965c800
NetworkServer broadcasting: GetEntitySerialization helper function
2021-05-14 12:43:21 +08:00
vis2k
d045918ea7
add TODO
2021-05-14 12:41:08 +08:00
vis2k
16d0829ee4
NetworkClient.Shutdown: clear connection too
2021-05-13 22:13:50 +08:00
vis2k
269f9f486c
obsolete test
2021-05-13 21:57:17 +08:00
vis2k
55263977f8
breaking: obsolete FallbackTransport ( #2720 )
2021-05-13 21:52:10 +08:00
vis2k
b0b4b9523c
breaking: remove Cloud API and examples.
2021-05-13 21:51:49 +08:00
vis2k
c5073da7b3
syntax
2021-05-13 13:07:57 +08:00
vis2k
15232d35b3
syntax
2021-05-13 13:07:04 +08:00
vis2k
f4c72cf135
syntax
2021-05-13 13:06:07 +08:00
vis2k
d8786b16ff
syntax
2021-05-13 13:05:33 +08:00
vis2k
c5579e9744
syntax
2021-05-13 13:02:23 +08:00
vis2k
cce0e7db03
syntax
2021-05-13 13:00:23 +08:00
vis2k
74297fd7fb
syntax
2021-05-13 12:58:42 +08:00
vis2k
46dce930fb
syntax
2021-05-13 12:58:00 +08:00
vis2k
3a3a726059
NetworkServerTest: syntax
2021-05-13 12:55:12 +08:00
vis2k
0d6b677660
syntax
2021-05-13 12:53:34 +08:00
vis2k
f5a856abc1
remove NetworkReader/WriterPoolTests. Pool<T> is already tested.
2021-05-13 12:51:33 +08:00
vis2k
d22e4387a0
add comments
2021-05-13 12:50:10 +08:00
vis2k
8cb68f6a16
Tests: MessageBaseTests renamed to NetworkMessageTests
2021-05-13 12:48:13 +08:00
vis2k
23cfcb7db7
Tests: LocalConnectionsTest ClientToServer
2021-05-13 12:47:15 +08:00
vis2k
02ff1076f8
Tests: LocalConnectionsTest ServerToClient
2021-05-13 12:43:51 +08:00
vis2k
3d122ea37e
Tests: remove unnecessary CustomAttributeTest
2021-05-13 12:30:59 +08:00
vis2k
9d50c1a1d0
Tests: BuiltInMessages cleanup
2021-05-13 12:30:04 +08:00
vis2k
b7a6932b93
use local function
2021-05-13 12:06:00 +08:00
vis2k
a66fefb1e3
syntax
2021-05-13 12:00:59 +08:00
vis2k
35b16df3e5
add comments
2021-05-13 11:59:41 +08:00
vis2k
56b52b4973
NetworkManager.StopHost: call NetworkServer.OnTransportDisconnected directly so we can obsolete NetworkClient.DisconnectLocalServer. ( #2717 )
2021-05-11 22:00:16 +08:00
vis2k
97b4cb1c0b
NetworkServer.DisconnectAllExternalConnections moved into DisconnectAll, because that's what it actually does.
2021-05-11 21:54:06 +08:00
vis2k
c44016b049
add comment
2021-05-11 21:21:43 +08:00
vis2k
007dd80852
fix: NetworkServer.OnDisconnected removed. There is only one way to invoke the disconnect handling, which is OnTransportDisconnected. fixes bugs where OnDisconnect would handle the disconnect, not remove the connection, then the Transport callback would call OnTransportDisconnected->OnDisconnect a second time. fixes #2706 and many more
2021-05-11 21:19:45 +08:00
vis2k
bac1f94033
NetworkServerTest: use ClientConnect so that invoked connectionId and MemoryTransport's internal connectionId match.
2021-05-11 18:21:03 +08:00
vis2k
2d24dfefbe
NetworkServerTest: UpdateTransport helper function
2021-05-11 16:36:34 +08:00
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 )
...
* 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 )
...
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 )
...
* 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 )
...
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 )
...
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
...
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 )
...
* 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
MrGadget1024
fedc2884ce
Revert "Replaced Proximity Checker with Distance Interest Mgmt"
...
This reverts commit 5c7bfa4834
.
2021-03-21 00:24:19 -04:00
MrGadget1024
5c7bfa4834
Replaced Proximity Checker with Distance Interest Mgmt
2021-03-20 22:51:00 -04:00
MrGadget
0c903dabc6
Updated examples to not sync scale ( #2661 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-21 10:05:07 +08:00
MrGadget
cd6a4805d7
breaking: Compiler symbols culled to Mirror 17 and later. ( #2659 )
...
* breaking: Compiler symbols culled to Mirror 17 and later.
* added missing quote
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-21 10:04:45 +08:00
MrGadget1024
95f55e652f
doc: Added DDOL note to NetworkBehaviour template
2021-03-20 19:26:35 -04:00
MrGadget1024
1f22066f9b
fix: MultipleAdditiveScenes disabled Server Batching
...
This can be enabled again when batching is fixed.
See https://github.com/vis2k/Mirror/issues/2651
2021-03-19 22:46:55 -04:00
MrGadget1024
9190dcfb7e
NetworkManager: Make FinishLoadScene public
...
FinishLoadScene needs to be accessible from override of LateUpdate
2021-03-19 09:22:51 -04:00
MrGadget1024
1335b40d11
NetworkManager: move clientSceneOperation caching up
2021-03-19 09:07:12 -04:00
JesusLuvsYooh
6b9b7ce5af
Added new syncScale boolean to NT Test writer. ( #2657 )
2021-03-18 16:47:01 -04:00
JesusLuvsYooh
68ae40818b
NetworkTransformBase sync scale boolean. ( #2655 )
...
* NetworkTransformBase syncScale boolean
https://github.com/vis2k/Mirror/pull/2646
* NT - Command for client to server - Unreliable
2021-03-18 16:39:14 +08:00
vis2k
09bf1c5bf0
fix: NetworkLoop inserts a fresh PlayerLoopSystem instead of resizing and overwriting partially. fixes undefined behaviour where the previous nativeLoop IntPtrs weren't cleared, possibly still updating a native loop accidentally. See also #2652
2021-03-18 12:59:00 +08:00
MrGadget1024
1defc926dc
Basic Example: Moved playersList to Player class
2021-03-17 21:56:13 -04:00
MrGadget1024
f70946a362
fix: Fixed field lable not shown for SyncVars
2021-03-16 14:40:55 -04:00
vis2k
c957500710
customizable noise
2021-03-16 16:30:27 +08:00
vis2k
e9081c468c
LatencySimulation: perlin noise spikes
2021-03-16 16:12:04 +08:00
vis2k
d8fb7cda63
range slider
2021-03-16 15:32:04 +08:00
vis2k
83f8593caa
LatencySimulation: spike latency via multiplier
2021-03-16 15:29:20 +08:00
vis2k
1281f72ac2
LatencySimulation: SimulateLatency helper function
2021-03-16 15:26:42 +08:00
vis2k
de076348c0
syntax
2021-03-16 15:24:52 +08:00
vis2k
58560166ca
Latency Simulation: add latency when adding to queue
2021-03-16 15:24:23 +08:00
vis2k
28be3a814c
syntax
2021-03-16 15:19:37 +08:00
vis2k
1938597a7b
LatencySimulation: scramble changed to a probability
2021-03-16 13:40:04 +08:00
vis2k
c5322ac5d5
remove performance test framework to fix CI ( #2648 )
2021-03-16 12:40:26 +08:00
MrGadget
53dad15e04
Shorten Channel Enums ( #2644 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-16 12:08:28 +08:00
ThatDan123
254a0b929d
Added what size the rejected packet was ( #2645 )
2021-03-16 12:08:23 +08:00
MrGadget1024
386a26c5b7
GUIConsole in Mirror namespace, formatting
2021-03-16 12:08:18 +08:00
vis2k
0713db8338
add comment
2021-03-15 19:26:18 +08:00
vis2k
0c39279239
obsolete Utils.Version
2021-03-15 19:21:24 +08:00
vis2k
257dd2a775
cleanup
2021-03-15 19:18:02 +08:00
vis2k
a5ab683917
cleanup
2021-03-15 19:18:02 +08:00
JesusLuvsYooh
ce62184a86
interpolateScale On NT ( #2639 )
...
interpolateScale On NT
2021-03-15 18:01:55 +08:00
vis2k
c4e4bf3148
LatencySimulation: add latency spikes
2021-03-15 13:43:15 +08:00
vis2k
f3997b6030
syntax
2021-03-15 13:38:40 +08:00
vis2k
7de5c18986
fix: LatencySimulation now sends all messages that are ready to be sent. previously a scrambled message being inserted randomly could delay the ones behind it in the list
2021-03-15 13:21:34 +08:00
vis2k
7c7fa74572
add comment
2021-03-15 13:16:12 +08:00
vis2k
2f2ffb9f36
feature: Latency Simulation ( #2640 )
...
* wrap around a transport
* loss
* unreliable client to server latency
* reliable client to server latency
* unreliable/reliable server to client latency
* add comment
* list to prepare for scramble
* unreliable scramble
* rename to LatencySimulation
* help url
* doc: updated comment
* fix: MultipleAdditiveScenes AddPlayer timing
* Update Assets/Mirror/Runtime/Transport/LatencySimulation.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Runtime/Transport/LatencySimulation.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* remove old comments
* SimuateSend helper function as per suggestion
Co-authored-by: MrGadget1024 <chris@clevertech.net>
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2021-03-15 10:12:54 +08:00
MrGadget1024
86c8e1bb24
fix: MultipleAdditiveScenes AddPlayer timing
2021-03-14 17:06:05 -04:00
MrGadget1024
6384d1c244
doc: updated comment
2021-03-14 15:10:13 -04:00
vis2k
78b6cfbde7
feat: NetworkTransform.compressRotation option. disabled by default to not break 2D projects.
2021-03-14 14:53:23 +08:00
vis2k
19017dfb41
fix: NetworkTransform compression disabled for now to fix tiny 'wobbly' 2D sprite rotations. NetworkTransform will be remade anyway. make it work, then make it fast.
2021-03-14 14:41:10 +08:00
vis2k
7428941c93
CompressionTests: test 90 degree euler angle
2021-03-14 14:14:43 +08:00
MrGadget1024
383a0279c0
fix: Updated Authenticator Template for NetworkClient.connection
2021-03-13 15:57:30 -05:00
vis2k
c3c95d22ca
Utils.IsPrefab: remove <2018.3 support
2021-03-13 20:00:12 +08:00
vis2k
df2330239f
add TODO
2021-03-13 19:53:51 +08:00
vis2k
b9027737c8
add TODO
2021-03-13 19:47:35 +08:00
vis2k
23722ce828
add comment
2021-03-13 19:42:49 +08:00
vis2k
b258a27c09
add comment
2021-03-13 19:42:20 +08:00
vis2k
f19385d565
add TODO
2021-03-13 19:40:18 +08:00
vis2k
461ce519ff
obsolete redundant NetworkClient.RegisterHandler version with NetworkConnection
2021-03-13 19:35:49 +08:00
vis2k
e0d023828f
add TODOs
2021-03-13 19:30:46 +08:00
vis2k
5cb86830f1
BasicAuthenticator.OnAuthResponseMessage: remove unnecessary NetworkConnection parameter to remove last dependency on RegisterHandler version with NetworkConnection
2021-03-13 19:30:16 +08:00
vis2k
ecf15f5070
NetworkManager: OnClientSceneInternal uses RegisterHandler version without NetworkConnection parameter to prepare for removal
2021-03-13 19:25:29 +08:00
vis2k
8e0ef05c64
NetworkManager: OnClientNotReadyMessageInternal uses RegisterHandler version without NetworkConnection parameter to prepare for removal
2021-03-13 19:24:45 +08:00
vis2k
5bf7be143c
NetworkClient.OnConnected/DisconnectEvent: remove redundant NetworkConnection parameter. It's always NetworkClient.connection anyway.
2021-03-13 19:22:57 +08:00
vis2k
f38d29b61c
MultipleMatches example: CanvasController uses RegisterHandler version without NetworkConnection parameter to prepare for removal
2021-03-13 19:17:59 +08:00
vis2k
3cfee7dd14
add TODO
2021-03-13 19:13:53 +08:00
vis2k
21e0d6c8e0
NetworkClient.RegisterSystemHandlers: use the variant without NetworkConnection parameter so we can remove the other one later
2021-03-13 19:12:08 +08:00
vis2k
251d3cd392
NetworkClient.ClearLocalPlayer removed. clear it directly instead.
2021-03-13 18:36:52 +08:00
vis2k
9cf4207819
fix : #2635 - Reset also checks if local player before clearing it (see previous commit)
2021-03-13 18:36:29 +08:00
vis2k
457b21d907
fix : #2635 NetworkIdentity.OnDestroy only clears NetworkClient.localPlayer if WE are STILL the local player.
...
fixes data race in rooms scene (explanation see comments)
2021-03-13 18:29:20 +08:00
vis2k
2cd4403429
add TODO
2021-03-13 13:59:19 +08:00
vis2k
be229f27d8
add TODO
2021-03-13 13:58:39 +08:00
vis2k
251000436f
syntax
2021-03-13 13:54:04 +08:00
vis2k
e5f6d25ae3
syntax
2021-03-13 13:53:27 +08:00
vis2k
01d1630b7f
syntax
2021-03-13 13:52:44 +08:00
vis2k
a643cf7045
syntax
2021-03-13 13:52:32 +08:00
vis2k
89df32563b
syntax
2021-03-13 13:52:14 +08:00
vis2k
b2892e7e1a
add TODO
2021-03-13 13:51:20 +08:00
vis2k
0949c9d875
NetworkClient.HandleClientDisconnect removed. set .ready=false directly instead. way easier to understand.
2021-03-13 13:48:29 +08:00
vis2k
d7ee25e589
NetworkClient.HandleClientDisconnect: remove unnecessary connection parameter. it wasn't even used.
2021-03-13 13:44:34 +08:00
vis2k
4a47b1c7d2
NetworkClient.Ready: easier syntax
2021-03-13 13:34:58 +08:00
vis2k
f38af96202
NetworkClient.Ready: remove unnecessary NetworkConnection parameter ( #2634 )
2021-03-13 13:33:02 +08:00
vis2k
4daf0e439f
add TODOs
2021-03-13 13:17:17 +08:00
vis2k
5e7c873af9
comment formatting
2021-03-13 13:15:00 +08:00
vis2k
a5224ecd10
syntax
2021-03-13 13:11:13 +08:00
vis2k
4ce55f585c
NetworkClient.Ready: improve error message
2021-03-13 13:10:39 +08:00
vis2k
10aca712c2
add TODO
2021-03-13 13:08:20 +08:00
vis2k
a2dc9e6283
add TODO
2021-03-13 13:07:15 +08:00
vis2k
87c2f982cd
NetworkClient.AddPlayer: remove unnecessary ready line. we don't even get there if we aren't already ready.
2021-03-13 13:04:24 +08:00
vis2k
d118de81db
NetworkClient.AddPlayer: check if ready again. UNET checked if it has a readyConnection before too.
2021-03-13 13:01:21 +08:00
vis2k
c3f27f0fa1
NetworkClient.AddPlayer: simplify syntax, add TODO
2021-03-13 12:53:36 +08:00
vis2k
dc181ffe08
NetworkClient.AddPlayer: remove unnecessary NetworkConnection parameter
2021-03-13 12:44:54 +08:00
vis2k
0d5df4842f
obsolete NetworkClient.readyConnection redundant state
2021-03-13 12:36:54 +08:00
vis2k
dd5c137c7b
Tests: remove last dependencies on .readyConnection
2021-03-13 12:35:45 +08:00
vis2k
13b4f7d5e7
old Logging files moved into Old folder
2021-03-13 12:22:56 +08:00
MrGadget1024
c7c43da3ad
fix: NetworkLoop compiler definition wrong version
2021-03-12 09:04:44 -05:00
vis2k
c39a35077e
SendCommandInternal: use NetworkClient.connection instead of NetworkClient.readyConnection to remove dependency on .readyConnection
2021-03-12 16:37:36 +08:00
vis2k
cf08822f00
test for #2629 [Command(requiresAuthority=false)] to make sure it never happens again
2021-03-12 15:32:10 +08:00
vis2k
9d38188d6e
fix: NetworkClient.Ready(): set .connection to connection parameter like UNET did.
...
this was changed in 89cdec3075
because it's unnecessary.
but NetworkBehaviourTests.SendCommandInternal depends on it.
so let's keep feature parity for now.
2021-03-12 15:26:56 +08:00
vis2k
67d24ee2ca
forgot to revert test too
2021-03-12 15:07:47 +08:00
vis2k
c749c84ee4
forgot to fix log
2021-03-12 15:06:03 +08:00
vis2k
73cd1ac72a
fix : #2629 - Revert "NetworkBehaviour.SendCommandInternal: use connectionToServer instead of NetworkClient.readyConnection. reduces dependencies on NetworkClient.readyConnection (which is redundant) and reduces static states. ( #2620 )"
...
This reverts commit 64f247fb32
.
=> also adding a comment for next time
2021-03-12 14:54:09 +08:00
vis2k
413291a857
add TODO
2021-03-12 14:28:02 +08:00
MrGadget1024
5d00885564
perf: NetworkTransform - Removed redundant .transform
2021-03-11 08:49:24 -05:00
vis2k
2d004609c4
add comment
2021-03-11 14:23:18 +08:00
Coyote-A
038a1e3fd2
fix: networkloop breaks other libraries that use playerloop ( #2627 )
...
* use GetCurentPlayerLoop in unity 2019.3 or newer
* Update NetworkLoop.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-03-11 14:15:03 +08:00
vis2k
48a55ab487
remove old comment
2021-03-11 11:27:37 +08:00
vis2k
0992d71fe3
NetworkClient.CheckForLocalPlayer: remove dependency on readyConnection
2021-03-11 11:25:25 +08:00
MrGadget1024
540af6a9d5
fix: fix broken summary comments
2021-03-10 22:22:20 -05:00
vis2k
4c7a5d64a5
NetworkClient.AddPlayer: remove dependency on .readyConnection. the code has a '!ready' check before. so by definition, .readyConnection == .connection here.
2021-03-11 11:14:21 +08:00
vis2k
d299d607eb
NetworkClient.InternalAddPlayer: remove dependency on readyConnection
2021-03-11 11:09:54 +08:00
vis2k
9ee2bc5893
NetworkClient.HandleClientDisconnect: remove unnecessary readyConnection comparison
2021-03-11 11:09:54 +08:00
MrGadget
1042a39d85
fix: Added PersistNetworkManagerToOfflineScene ( #2625 )
...
* Added PersistNetworkManagerToOfflineScene
- Fixes #2624
* Added pragma suppression
* Fixed bool check
* More comments
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-10 22:08:29 -05:00
vis2k
171b674a0f
comment
2021-03-11 10:48:20 +08:00
vis2k
89cdec3075
NetworkClient.readyConnection state removed. points to .connection if .ready instead.
2021-03-11 10:36:11 +08:00
vis2k
5a1a67298b
update comment
2021-03-11 10:21:29 +08:00
vis2k
816c8885de
wat
2021-03-11 10:19:51 +08:00
vis2k
c5d1af2287
fix tests that started failing after isLocalPlayer fixes commit ( a6f6f80f65
) because it assumed ApplySpawPayload would set isLocalPlayer=true. but now it's only set true in OnStartLocalPlayer, which is only called in ApplySpawnPayload if spawnFinished is true. which it isn't. so we set it manually instead.
2021-03-11 00:09:16 +08:00
vis2k
accf843283
fix: NetworkIdentity.Reset resets isLocalPlayer AFTER the isLocalPlayer ClearLocalPlayer check. fixes a runtime UnSpawn test.
2021-03-10 23:45:29 +08:00
vis2k
a23c01aa24
add OnStartLocalPlayer comment from paul
2021-03-10 23:28:11 +08:00
vis2k
956bfff3ad
wat
2021-03-10 21:08:40 +08:00
vis2k
be2369f4a1
forgot one
2021-03-10 20:58:35 +08:00
vis2k
388b6bab71
NetworkAnimator: replace UNET's magic readyConnection check with isClient. this was from UNET and there was no comment, so nobody knew why it was used instead of isClient.
2021-03-10 20:55:21 +08:00
vis2k
97615b9491
syntax
2021-03-10 20:54:24 +08:00
vis2k
64f247fb32
NetworkBehaviour.SendCommandInternal: use connectionToServer instead of NetworkClient.readyConnection. reduces dependencies on NetworkClient.readyConnection (which is redundant) and reduces static states. ( #2620 )
2021-03-10 19:46:31 +08:00
vis2k
abbe34501d
add TODOs
2021-03-10 19:31:54 +08:00
vis2k
a58cd37a36
[Command] tests: set up NetworkIdentity connectionToServer everywhere too, not just to client. prepares for making SendCommandInternal use connectionToServer instead of NetworkClient.readyConnection.
2021-03-10 19:04:08 +08:00
vis2k
b3c25d1094
add TODO
2021-03-10 18:46:41 +08:00
Coyote-A
29590401bc
add missing virtual update methods in MultiplexTransport ( #2618 )
2021-03-10 17:34:25 +08:00
vis2k
f239ee678a
cleanup
2021-03-10 17:25:53 +08:00
vis2k
15d595fe41
SyncObject cleanup
2021-03-10 17:25:26 +08:00
vis2k
debcb400fe
syntax
2021-03-10 17:23:29 +08:00
vis2k
ba9b9ec85b
RemoteCallHelper cleanup
2021-03-10 17:22:57 +08:00
vis2k
0b9539b8de
NetworkWriterPool cleanup
2021-03-10 17:20:37 +08:00
vis2k
055ff8dae4
NetworkWriter cleanup
2021-03-10 17:19:12 +08:00
vis2k
5dd37b5c09
cleanup
2021-03-10 16:31:13 +08:00
vis2k
459d5e203e
NetworkTime: add TODOs
2021-03-10 16:31:13 +08:00
vis2k
b596294917
NetworkTime.rttSd was renamed to rttStandardDeviation
2021-03-10 16:31:13 +08:00
vis2k
46f4079856
NetworkTime.rttVar was renamed to rttVariance
2021-03-10 16:31:13 +08:00
vis2k
8a7fd39cf0
NetworkTime.timeSd was renamed to timeStandardDeviation
2021-03-10 16:31:13 +08:00
vis2k
b8b72d4482
NetworkTime.timeVar renamed to timeVariance to not confuse it with 'timeVariable' etc.
2021-03-10 16:31:13 +08:00
vis2k
fef1184404
NetworkTime cleanup
2021-03-10 16:18:11 +08:00
vis2k
a079f2a412
typo
2021-03-10 16:10:04 +08:00
vis2k
6ad3b5a6b7
previous syntax
2021-03-10 16:09:50 +08:00
vis2k
efc303ceb8
NetworkStartPosition cleanup
2021-03-10 16:09:14 +08:00
vis2k
5a6db1e4b7
NetworkReaderPool cleanup
2021-03-10 16:00:48 +08:00
vis2k
1358ab643f
cleanup
2021-03-10 15:57:39 +08:00
vis2k
b2d9279e76
NetworkReader cleanup
2021-03-10 15:53:13 +08:00
vis2k
f7c6d09b44
empty files moved into Empty folder
2021-03-09 19:20:10 +08:00
vis2k
078a0c4aec
NetworkManager comments cleaned up
2021-03-09 19:07:21 +08:00
vis2k
4962cee248
feat: NetworkManager.OnServerAddPlayer instantiates with name "Player [connId=42]" instead of "Player (clone)" for easier debugging
2021-03-09 18:58:20 +08:00
vis2k
fc92a28715
cleanup
2021-03-09 18:56:27 +08:00
vis2k
5e2f3c239f
syntax
2021-03-09 18:54:00 +08:00
vis2k
46c9bddb6c
cleanup
2021-03-09 18:53:24 +08:00
vis2k
64b436445f
cleanup
2021-03-09 18:49:58 +08:00
vis2k
a4e237d307
cleanup
2021-03-09 18:41:42 +08:00
vis2k
9f68d269cc
NetworkManagerHUD doesn't need xml comments except one
2021-03-09 18:25:35 +08:00
vis2k
ea141c30d6
syntax
2021-03-09 18:24:28 +08:00
vis2k
1f550b8289
cleanup
2021-03-09 18:22:36 +08:00
vis2k
22384458bd
cleanup
2021-03-09 18:07:29 +08:00
vis2k
013a748da6
cleanup
2021-03-09 18:03:16 +08:00
vis2k
6926bad7d6
cleanup
2021-03-09 17:55:19 +08:00
vis2k
25e9904fa8
add TODO
2021-03-09 17:54:43 +08:00
vis2k
0291d0a402
cleanup
2021-03-09 17:53:46 +08:00
vis2k
e79dd1e443
cleanup
2021-03-09 17:52:41 +08:00
vis2k
f02c163232
add comment about static state
2021-03-09 17:48:15 +08:00
vis2k
71e7393278
syntax
2021-03-09 16:17:07 +08:00
vis2k
fe3e365c7d
cleanu
2021-03-09 16:16:55 +08:00
vis2k
7ae1496b88
update url
2021-03-09 16:16:08 +08:00
vis2k
294fd46146
syntax
2021-03-09 16:12:40 +08:00
vis2k
94707b2554
add TODO
2021-03-09 16:07:55 +08:00
vis2k
2cf41cf835
syntax
2021-03-09 15:53:20 +08:00
vis2k
c4d217af2f
syntax
2021-03-09 15:50:27 +08:00
vis2k
b0ccb28f18
add comment
2021-03-09 15:50:22 +08:00
vis2k
c47a6b0085
NetworkIdentity.ThisIsASceneObjectWithPrefabParent moved to Utils
2021-03-09 15:47:46 +08:00
vis2k
04b3e34593
syntax
2021-03-09 15:40:33 +08:00
vis2k
6b9acacaf0
cleanup
2021-03-09 15:40:12 +08:00
vis2k
dd2b4f8736
syntax
2021-03-09 15:38:01 +08:00
vis2k
7d3666a121
syntax
2021-03-09 15:37:41 +08:00
vis2k
ad40b260d1
syntax
2021-03-09 15:35:02 +08:00
vis2k
7fc91537ed
remove unused NetworkBehavioursCache
2021-03-09 15:34:47 +08:00
vis2k
a21344196e
cleanup
2021-03-09 15:32:48 +08:00
vis2k
4a1f4115d5
cleanup
2021-03-09 15:30:30 +08:00
vis2k
15aa2e091e
cleanup
2021-03-09 15:23:48 +08:00
vis2k
4e7c49ee50
syntax
2021-03-09 15:21:11 +08:00
vis2k
d131367245
syntax
2021-03-09 15:19:40 +08:00
vis2k
665b1c2156
perf: batching is now enabled by default
2021-03-09 15:17:29 +08:00
vis2k
1b6f898a5a
update batching comment
2021-03-09 15:16:08 +08:00
vis2k
fbe378a069
cleanup
2021-03-09 15:15:11 +08:00
vis2k
7cc3e166c4
cleanup
2021-03-09 15:02:02 +08:00
vis2k
c4cf8c263d
syntax: avoid hiding property
2021-03-09 14:59:40 +08:00
vis2k
1bf08bbf89
syntax: avoid hiding property
2021-03-09 14:59:29 +08:00
vis2k
fc6ada4ab9
syntax: avoid hiding property
2021-03-09 14:59:15 +08:00
vis2k
8bcc8d29ef
syntax
2021-03-09 14:57:41 +08:00
vis2k
4e71f324c6
cleanup
2021-03-09 14:56:54 +08:00
vis2k
387571722b
cleanup
2021-03-09 14:55:03 +08:00
vis2k
5118f43a83
cleanup
2021-03-09 14:51:50 +08:00
vis2k
57432d94c9
NetworkVisibility: improve obsolete message
2021-03-09 14:05:11 +08:00
vis2k
d8e2f1650f
cleanup
2021-03-09 11:27:09 +08:00
vis2k
c2af82f897
cleanup
2021-03-09 11:18:15 +08:00
vis2k
2be35efbad
cleanup
2021-03-09 11:16:30 +08:00
vis2k
2d46c13ef5
syntax
2021-03-09 11:09:35 +08:00
vis2k
f1f51ce213
cleanup
2021-03-09 11:09:17 +08:00
vis2k
2f77fec632
cleanup
2021-03-09 10:57:42 +08:00
vis2k
e8e5f30fd6
cleanup
2021-03-08 22:50:24 +08:00
vis2k
86c0abd2b9
remove unused
2021-03-08 22:41:01 +08:00
vis2k
488d67de85
add TODO
2021-03-08 22:39:15 +08:00
vis2k
ecf6a42a2d
syntax
2021-03-08 22:36:20 +08:00
vis2k
bb5513338c
syntax
2021-03-08 22:34:30 +08:00
vis2k
9932b56b65
cleanup
2021-03-08 22:33:42 +08:00
vis2k
77ed0055a8
add comments
2021-03-08 22:31:03 +08:00
vis2k
4eed0ff7f1
cleanup
2021-03-08 22:29:54 +08:00
vis2k
36e7ebd50e
cleanup
2021-03-08 22:19:45 +08:00
vis2k
f53ee6583c
cleanup
2021-03-08 22:13:53 +08:00
vis2k
6045736266
clean up
2021-03-08 22:11:22 +08:00
vis2k
3fa8eb727c
remove unused LogFilter and NetworkManager.showDebugMessages
2021-03-08 22:09:37 +08:00
vis2k
925c9d749f
xml cleanup
2021-03-08 22:06:29 +08:00
vis2k
8bba4300a6
xml one liner
2021-03-08 22:02:31 +08:00
vis2k
a1381741d5
remove old batching comment
2021-03-08 11:50:14 +08:00
vis2k
92c9522388
move all the things
2021-03-07 19:57:46 +08:00
vis2k
0bc2a5573f
tests
2021-03-07 19:52:38 +08:00
vis2k
396fc4542b
ClientScene: move the rest to NetworkClient
2021-03-07 19:52:23 +08:00
vis2k
477d009f97
ClientScene.DestroyAllClientObjects moved into NetworkClient
2021-03-07 19:28:25 +08:00
vis2k
27ac635931
ClientScene: spawning moved into NetworkClient
2021-03-07 19:28:02 +08:00
vis2k
03f6ae59d3
ClientScene: internal Shutdown moved to NetworkClient
2021-03-07 19:15:51 +08:00
vis2k
ab1218fe17
ClientScene: internal hide & destroy moved into NetworkClient
2021-03-07 19:08:01 +08:00
vis2k
ae50ec751e
ClientScene: internal callbacks moved to NetworkClient
2021-03-07 19:04:31 +08:00
vis2k
5650d952c8
remove obsolete comment
2021-03-07 18:59:59 +08:00
vis2k
12ac3613ad
moved comment
2021-03-07 18:58:40 +08:00
vis2k
f20d30d4bb
ClientScene: prefab spawning and spawn handlers obsoleted and moved to NetworkClient
2021-03-07 18:57:17 +08:00
vis2k
13c5a409e5
add TODO
2021-03-07 18:23:55 +08:00
vis2k
d71c6e943a
internal function doesn't need summary
2021-03-07 18:22:26 +08:00
vis2k
c20de093ec
syntax
2021-03-07 18:19:46 +08:00
vis2k
95e0545759
cleanup and sorting
2021-03-07 18:18:04 +08:00
vis2k
e7dab8bd49
cleanup
2021-03-07 18:11:52 +08:00
vis2k
ead0d351c9
cleanup
2021-03-07 18:10:51 +08:00
vis2k
82b8f650fb
cleanup
2021-03-07 18:10:11 +08:00
vis2k
980c8a8b64
syntax
2021-03-07 18:09:12 +08:00
vis2k
9abc60c62b
cleanup
2021-03-07 18:08:37 +08:00
vis2k
5a9d7921c5
cleanup
2021-03-07 18:07:43 +08:00
vis2k
f7c6eb84e8
cleanup
2021-03-07 18:06:17 +08:00
vis2k
061d1c77ba
cleanup
2021-03-07 18:04:03 +08:00
vis2k
d3e3ada5c6
cleanup
2021-03-07 16:51:33 +08:00
vis2k
8ce209ac69
cleanup
2021-03-07 16:43:59 +08:00
vis2k
f06e6f0509
cleanup
2021-03-07 16:41:27 +08:00
vis2k
3667f76703
cleanup
2021-03-07 16:37:36 +08:00
vis2k
707c20c6d6
syntax
2021-03-07 16:34:04 +08:00
vis2k
5c9962100e
more sorting
2021-03-07 16:29:53 +08:00
vis2k
200bde6852
NetworkClient sorting
2021-03-07 16:25:56 +08:00
vis2k
51f5dd52a9
cleanup
2021-03-07 16:22:50 +08:00
vis2k
7d397d9172
cleanup
2021-03-07 16:06:40 +08:00
vis2k
19d848feec
cleanup
2021-03-07 16:03:28 +08:00
vis2k
159a35dbb4
feat: NetworkClient.isConnecting added
2021-03-07 16:01:17 +08:00
vis2k
9579789da3
NetworkClient cleanup
2021-03-07 16:00:16 +08:00
vis2k
191c1124b4
NetworkServer.VerifyCanSpawn moved into SpawnObject
2021-03-07 15:42:22 +08:00
vis2k
b7e21d9a44
NetworkServer: VerifyCanSpawn moved into SpawnObject
2021-03-07 15:41:28 +08:00
vis2k
10be9eada1
more sorting
2021-03-07 15:41:02 +08:00
vis2k
0fe5d30c00
more sorting
2021-03-07 15:37:32 +08:00
vis2k
632a4a8cc2
syntax
2021-03-07 15:34:58 +08:00
vis2k
f94091b585
more sorting
2021-03-07 15:34:12 +08:00
vis2k
0cef4d78a5
more sorting
2021-03-07 15:32:36 +08:00
vis2k
f54f9c3599
DisconnectAllConnections was renamed to DisconnectAllExternalConnections because that's what it does.
2021-03-07 15:29:20 +08:00
vis2k
207501de4e
NetworkServer.InternalReplacePlayerForConnection moved into ReplacePlayerForConnection
2021-03-07 15:25:50 +08:00
vis2k
330036f1a9
more sorting
2021-03-07 15:24:11 +08:00
vis2k
e4729c2608
more sorting
2021-03-07 15:23:22 +08:00
vis2k
5a23cd056e
more sorting
2021-03-07 15:22:22 +08:00
vis2k
688ec28d5d
more sorting
2021-03-07 15:22:00 +08:00
vis2k
84f5ea61cc
more sorting
2021-03-07 15:19:33 +08:00
vis2k
2f90fca1d5
more sorting
2021-03-07 15:18:00 +08:00
vis2k
bf804a93c2
more sorting
2021-03-07 15:17:01 +08:00
vis2k
c5947b92e2
more sorting
2021-03-07 15:12:54 +08:00
vis2k
c47f64908d
NetworkServer: more sorting
2021-03-07 15:11:37 +08:00
vis2k
6dc0b42d89
NetworkServer: more sorting
2021-03-07 15:09:04 +08:00
vis2k
7daab9dd40
NetworkServer: sort similar functions together
2021-03-07 15:04:13 +08:00
vis2k
cf7de49def
cleanup
2021-03-07 14:57:04 +08:00
vis2k
93217b4493
cleanup
2021-03-07 14:55:55 +08:00
vis2k
f3b7524691
cleanup
2021-03-07 14:53:56 +08:00
vis2k
0f8b06b12b
cleanup
2021-03-07 14:51:10 +08:00
vis2k
306620d0d0
cleanup
2021-03-07 14:43:02 +08:00
vis2k
2e9ecd73bb
cleanup
2021-03-07 14:42:01 +08:00
vis2k
f1bbdd62e7
cleanup
2021-03-07 14:40:38 +08:00
vis2k
ebcaf9a256
cleanup
2021-03-07 14:39:50 +08:00
vis2k
8f5c6c7b93
cleanup
2021-03-07 14:37:59 +08:00
vis2k
a5bc753150
cleanup
2021-03-07 13:31:35 +08:00
vis2k
b2490f9c1f
cleanup
2021-03-07 13:30:14 +08:00
vis2k
85287fe642
cleanup
2021-03-07 13:28:35 +08:00
vis2k
6799868517
NetworkServer.NoConnections renamed to NoExternalConnections
2021-03-07 13:09:30 +08:00
vis2k
a744c5c5e8
cleanup
2021-03-07 13:07:17 +08:00
vis2k
382b6c67f4
cleanup
2021-03-07 13:06:26 +08:00
vis2k
2797253cc4
cleanup
2021-03-07 13:04:41 +08:00
vis2k
988bd3a51c
cleanup
2021-03-07 13:03:54 +08:00
vis2k
a2f4d82dc0
NetworkServer cleanup
2021-03-07 13:02:46 +08:00
vis2k
e9b9c3819f
NetworkServer cleanup
2021-03-07 13:01:34 +08:00
vis2k
e60d22b7e1
NetworkServer cleanup
2021-03-07 13:00:00 +08:00
vis2k
06ff30f42c
NetworkServer cleanup
2021-03-07 12:56:29 +08:00
vis2k
f31044b23d
NetworkServer clean up
2021-03-07 12:55:52 +08:00
vis2k
fdcd0b8541
NetworkServer cleanup
2021-03-07 12:44:08 +08:00
vis2k
183de927d0
NetworkServer: clean up
2021-03-07 12:42:24 +08:00
vis2k
36e04e1272
NetworkServer: remove old UNET comments, XML summary one liner
2021-03-07 12:39:58 +08:00
vis2k
7de4c07cde
NetworkIdentity.Reset: update comment
2021-03-07 11:56:55 +08:00
vis2k
9d0b3bae81
ClientScene.DestroyAllClientObjects: use same syntax as NetworkServer.CleanupNetworkIdentities
2021-03-07 11:53:07 +08:00
vis2k
6447871d8f
DestroyAllClientObjects/CleanupNetworkIdentities: add comments
2021-03-07 11:51:26 +08:00
vis2k
4d971c1e57
NetworkServer.CleanupNetworkIdentities: add comments
2021-03-07 11:41:43 +08:00
vis2k
11718d9521
NetworkIdentity.OnDestroy: add comment
2021-03-07 11:39:44 +08:00
vis2k
22f1754ff8
xml to comment
2021-03-07 11:38:55 +08:00
Pandanym
921a7a2fde
feat: Added bool to Discovery to disable automatic active discovery ( #2580 )
...
* Use a negative value for ActiveDiscoveryInterval to disable automatic broadcasting
If you want to extend NetworkDiscoveryBase using the templates, you may hit this problem where you want to disable the automatic discovery. But you can't without modifying the base class. This is a proposition that is not breaking for users of the NetworkDiscovery.
* Added a bool to NetworkDiscoveryBase to toggle ActiveDiscovery
* Added tooltip and made enableActiveDiscovery field public
2021-03-06 21:43:40 +08:00
vis2k
a6f6f80f65
fix: NetworkIdentity.isLocalPlayer is only set, but never reset. fixes a bug where isLocalPlayer would be false in OnDestroy, so some components couldn't rely on it in OnDestroy. fixes #2615 (this is also faster than comparing ClientScene.localPlayer each time) ( #2616 )
...
* fix: NetworkIdentity.isLocalPlayer is only set, but never reset. fixes a bug where isLocalPlayer would be false in OnDestroy, so some components couldn't rely on it in OnDestroy. fixes #2615 (this is also faster than comparing ClientScene.localPlayer each time)
* fix: NetworkIdentity.OnStartClient now sets isLocalPlayer early so isLocalPlayer is true in OnStartClient callbacks already
2021-03-06 19:30:16 +08:00
vis2k
1fb8990f39
breaking: remove onLocalPlayerChanged over engineering. it was added in #1920 for #1923 which was never merged. keep it simple.
2021-03-06 18:57:58 +08:00
vis2k
2d421df9c7
comment formatting
2021-03-06 18:39:38 +08:00
vis2k
89ea278036
NetworkIdentity.isClient: add comment on how it's expected to behave
2021-03-06 18:30:16 +08:00
vis2k
ee1f941290
fix: NetworkIdentity.isServer is only set, but never reset. fixes a bug where isServer would be false in OnDestroy, so some components couldn't rely on it in OnDestroy. fixes #2533
2021-03-06 18:29:25 +08:00
vis2k
b0cae3c049
comment
2021-03-06 18:09:15 +08:00
vis2k
7e00056d97
comments
2021-03-06 18:07:40 +08:00
vis2k
e7f6a3ea81
comments
2021-03-06 18:06:50 +08:00
vis2k
e4f9b2f94d
NetworkIdentity.isServer: make comments readable
2021-03-06 18:04:38 +08:00
vis2k
0e0456809b
NetworkIdentity.isClient: make comments readable
2021-03-06 18:02:50 +08:00
vis2k
63f96a9c4d
add comment
2021-03-06 14:31:18 +08:00
vis2k
faa8f65e42
add TODO (remove SendToReady)
2021-03-06 14:31:16 +08:00
vis2k
064d30614d
[Obsolete] SendToClientOfPlayer so we can remove it later. unnecessary complexity.
...
(it was previously used in NetworkServer.Update, but now we refactored it)
2021-03-06 14:31:13 +08:00
vis2k
b0b89d489d
add TODO
2021-03-06 14:31:11 +08:00
vis2k
aa357dc58b
perf: NetworkServer.Update: separate connections update loop moved into the main loop. now there is only one connections loop anymore.
2021-03-06 14:31:07 +08:00
vis2k
5775a36e49
perf: NetworkServer.Update: inactive connection check moved into the main connections foreach loop. Avoids one extra foreach-connections loop.
2021-03-06 14:31:04 +08:00
vis2k
7f0984548c
syntax: NetworkServer.Update 'conn' renamed to 'connection
2021-03-06 14:31:01 +08:00
vis2k
6b83411593
syntax: CheckForInactiveConnections moved above NetworkServer.Update
2021-03-06 14:30:58 +08:00
vis2k
6cedb5b404
perf: push->pull broadcasting part 1: feature parity
2021-03-06 14:30:55 +08:00
vis2k
57d4db2e8d
Compression: largest three compression from DOTSNET with safe normalized quaternions in case clients send invalid data ( #2584 )
2021-03-06 14:30:51 +08:00
vis2k
9232dab3a0
add preprocessordefine
2021-03-06 14:23:00 +08:00
vis2k
25ece5a0d5
fix: NetworkManager.StopServer/StopClient: avoid NullReferenceException when called in OnApplicationQuit or from tests
2021-03-06 14:22:56 +08:00
vis2k
425e3131dc
fix: NetworkServer.SpawnObserversForConnection refactored to support all visibility cases (ForceShown/ForceHidden/Default) and all systems (legacy/new/default). fixes #2606
2021-03-06 14:22:52 +08:00
vis2k
a277f5c7b7
NetworkClientTests: UpdateTransport: restore original order before we changed it in 'MemoryTransport use new EarlyUpdate' commit
2021-03-04 19:09:34 +08:00
vis2k
7641aa73d4
Websockets: use new EarlyUpdate to remove warnings
2021-03-04 17:40:23 +08:00
vis2k
7e41302ca9
Telepathy: use new EarlyUpdate to remove warnings
2021-03-04 17:37:50 +08:00
vis2k
371ddc457a
MemoryTransport uses new EarlyUpdate functions to remove warning
2021-03-04 17:26:52 +08:00
Raguel
c94cbe2811
Hot fix for scene rename ( #2614 )
...
Co-authored-by: Alice Loverdrive <al.zhumagali@gmail.com>
2021-03-04 17:12:09 +08:00
Robin Rolf
978a3deb7f
Add scripting define for update loop changes ( #2613 )
2021-03-04 17:10:48 +08:00
vis2k
96750d80d5
use icons
2021-03-03 14:30:28 +08:00
vis2k
4f58366e0f
perf: kcp Tick split into TickIncoming/Outgoing to utilize the new NetworkEarly/LateUpdate functions. minimizes latency. ( #2608 )
2021-03-02 19:18:18 +08:00
vis2k
5ba677118e
kcp2k V1.9: Tick() split into TickIncoming()/TickOutgoing() to use in Mirror's new update
...
functions.
2021-03-02 18:43:11 +08:00
vis2k
b882653768
syntax
2021-03-02 15:57:30 +08:00
vis2k
b663636a5b
perf: Transport.Client/Server Early/LateUpdate to fix data races and allow transports to reduce latency by doing all receiving & sending in one frame. ( #2605 )
...
* fix: NetworkClient/Server: use the new custom NetworkLateUpdate instead of Unity's LateUpdate. fixes possible data races where other component's LateUpdate could be called before/after NetworkServer/Client LateUpdate causing non obvious data races.
* perf: Transport.Client/Server Early/LateUpdate to fix data races and allow transports to reduce latency by doing all receiving & sending in one frame.
2021-03-02 15:28:50 +08:00
vis2k
43e6fb4c53
fix: NetworkClient/Server: use the new custom NetworkLateUpdate instead of Unity's LateUpdate. fixes possible data races where other component's LateUpdate could be called before/after NetworkServer/Client LateUpdate causing non obvious data races. ( #2604 )
2021-03-02 15:28:30 +08:00
vis2k
edea4089e4
perf: avoid NetworkIdentity.visibility access allocations from obsolete messages when accessing .visibilityCache
2021-03-01 19:08:59 +08:00
vis2k
a2b828a511
syntax
2021-03-01 18:41:29 +08:00
vis2k
4fedf417b1
feature: add custom NetworkEarlyUpdate (before any Update/FixedUpdate), NetworkLateUpdate (after any Update/FixedUpdate/LateUpdate) loops ( #2603 )
...
* NetworkLooper helper class with explanation
* AddSystemToPlayerLoopList from ECS and tests
* rename to Append
* change function type to UpdateFunction, actually add it
* better
* use Array.Resize
* syntax
* better logging
* addmode
* better
* FindPlayerLoopEntryIndex helper to verify
* better
* disable logs
* syntax
* test for PreLateUpdate
* add at runtime
* better log
* NetworkServer/Client.Update renamed to LateUpdate to make it more obvious
* NetworkLoops call NetworkServer/Client funcs
* logs
* Unity 2019 ifdef
* disable logs
* add comment
* obsoletes
* syntax
* change
* internal
2021-03-01 17:51:42 +08:00
vis2k
5809c50c2c
NetworkPingDisplay simplified ( #2602 )
2021-03-01 14:28:46 +08:00
vis2k
a67fd9084b
RegisterPrefab with assetId: add comment
2021-02-25 15:10:27 +08:00
vis2k
8854844a7f
dontListen: add comment
2021-02-25 09:57:48 +08:00
vis2k
8d3f33081b
NetworkServer: obsolete redundant RegisterHandler version without connection parameter ( #2594 )
2021-02-25 09:56:02 +08:00
vis2k
1f0d9e73e1
NetworkManagerHUD.showGUI obsoleted ( #2596 )
2021-02-25 09:55:14 +08:00
vis2k
62b99ed9a7
breaking: ClientScene.spawnableObjects doesn't need to be public ( #2597 )
2021-02-25 09:54:49 +08:00
vis2k
2d188080ec
syntax
2021-02-24 18:08:35 +08:00
vis2k
ac5f978b22
syntax
2021-02-24 18:08:00 +08:00
vis2k
d202024d1f
syntax
2021-02-24 18:07:39 +08:00
vis2k
290811e043
syntax
2021-02-24 18:07:03 +08:00
vis2k
dd53593255
syntax
2021-02-24 17:55:33 +08:00
vis2k
49cf2569f0
Utils.IsPrefab and reuse it everywhere else
2021-02-24 17:51:25 +08:00
vis2k
2367959f54
syntax
2021-02-24 17:42:37 +08:00
vis2k
d8c1924cf8
NetworkIdentity: GetRandomUInt moved to Utils
2021-02-24 17:42:14 +08:00
vis2k
a030caad0d
UNetwork.cs renamed to Utils.cs
2021-02-24 17:37:40 +08:00
vis2k
eff035a604
syntax
2021-02-24 17:35:38 +08:00
vis2k
c417d50e1c
syntax
2021-02-24 17:35:17 +08:00
vis2k
598f9e78c1
syntax
2021-02-24 17:34:38 +08:00
vis2k
aaf4b19539
SyncSet: add comments
2021-02-24 17:33:49 +08:00
vis2k
e80ec86577
NetworkServer.DestroyObject(GameObject) helper function to reuse in UnSpawn and Destroy
2021-02-24 16:52:32 +08:00
vis2k
820070cf60
syntax: NetworkServer.CreateSpawnMessagePayload moved above CreateSpawnMessage so it's more obvious
2021-02-24 16:49:29 +08:00
vis2k
4f69dd6d7b
syntax
2021-02-24 16:48:46 +08:00
vis2k
a2f374f117
syntax: NetworkServer.Send functions 'msg' renamed to 'message'
2021-02-24 16:48:16 +08:00
vis2k
008df9cee4
syntax: NetworkManager.startPositions moved up
2021-02-24 16:46:06 +08:00
vis2k
72e8bf80c6
fix: InterestManagement added missing ready checks. x branch didn't have ready anymore, so they were missed when porting interest management to master. adding them guarantees exact same behaviour as before.
2021-02-24 12:50:36 +08:00
vis2k
2ef51d03f7
fix : #2595 InterestManagement AddAllAuthenticatedConnectionsToObservers fat fingered from x branch which didn't have 'ready' anymore. it should be AddAllReadyServerConnectionsToObservers like before, no change in the logic.
2021-02-24 12:44:21 +08:00
MrGadget1024
f3813c41cc
fix: Multiple Additive Scenes - wrong mesh and materials
2021-02-22 22:43:33 -05:00
MrGadget1024
f8cac55d79
fix: Multiple Additive Scenes - Missing mesh assignment
2021-02-22 22:26:41 -05:00
MrGadget1024
0ad623a869
Fixed typo
2021-02-22 14:08:43 -05:00
MrGadget1024
15e77507f6
NetworkRoomManager: Removed redundant code
2021-02-20 09:11:39 -05:00
MrGadget
827d31e1c8
feat: Move Network Manager out of DDOL in StopServer and StopClient ( #2582 )
...
* feat: Move Network Manager out of DDOL in StopServer and StopClient
- Moves Network Manager out of DDOL before going to offline scene to avoid collision and let a fresh Network Manager be created.
* removed spaced between braces
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-02-20 11:56:14 +08:00
MrGadget
89e5206e39
Disable Obsolete Warnings In Tests ( #2583 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-02-20 11:55:24 +08:00
vis2k
21196fc05b
fix: Telepathy V1.7 - receive timeout disabled by default; MirrorTransport now uses 30s instead of 5s timeout to avoid timing out during scene changes etc.
2021-02-20 11:53:19 +08:00
vis2k
659c035d42
disable log
2021-02-19 18:55:20 +08:00
vis2k
f3f56bd3cd
forgot to disable log
2021-02-19 16:01:55 +08:00
MrGadget
0fab6dbef3
Suppressed Flakey Tests ( #2589 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-02-18 10:15:15 -05:00
vis2k
42fe37eeeb
syntax
2021-02-18 17:21:19 +08:00
vis2k
a8db766837
NetworkServer.SendToAll/SendToObservers: remove LocalConnectionToClient check because they both use Send now
2021-02-18 17:19:48 +08:00
MrGadget1024
3896722a49
Removed old files
2021-02-18 03:25:32 -05:00
MrGadget1024
bb617d1959
Added comments to Chat Example methods
2021-02-18 03:09:38 -05:00
MrGadget1024
685366e7e1
fix: Chat Example Network Address OnValueChanged Wire-up
2021-02-18 03:03:26 -05:00
vis2k
b09d1681a0
LocalConnections.LocalConnectionBuffer replaced with System.Queue ( #2585 )
2021-02-18 14:56:46 +08:00
vis2k
73d95f9b5b
NetworkReader/WriterPool: .pool renamed to .Pool
2021-02-18 14:40:38 +08:00
vis2k
409eac092d
syntax
2021-02-18 14:39:59 +08:00
vis2k
efac1e2f5f
syntax
2021-02-18 14:39:27 +08:00
vis2k
af78b2c139
syntax
2021-02-18 14:38:42 +08:00
vis2k
6954ea478f
syntax
2021-02-18 14:37:42 +08:00
vis2k
4b4dd310b6
syntax
2021-02-18 14:34:45 +08:00
vis2k
af3c5b5e8b
ULocalConnection renamed to LocalConnection
2021-02-18 14:32:15 +08:00
vis2k
44bfe7ab11
syntax
2021-02-18 14:29:49 +08:00
vis2k
6374c4b88b
NetworkIdentity: NetworkBehaviours[] caching simplified
2021-02-18 14:28:28 +08:00
vis2k
b4fa4f2d1c
syntax
2021-02-18 14:26:22 +08:00
vis2k
dcd3005674
add comment
2021-02-18 14:26:09 +08:00
vis2k
239bc660fd
feat: NetworkIdentity.isServer/ClientOnly added. NetworkBehaviour.isServer/ClientOnly uses it.
2021-02-18 14:24:43 +08:00
vis2k
4bef7fc635
MessagePacker renamed to MessagePacking
2021-02-18 14:19:29 +08:00
vis2k
f00aa2f8d8
syntax
2021-02-18 14:17:29 +08:00
vis2k
d7adbf6f1e
syntax
2021-02-18 14:06:16 +08:00
vis2k
2ab0154333
syntax
2021-02-18 14:05:50 +08:00
vis2k
fd29828512
syntax
2021-02-18 14:05:19 +08:00
vis2k
cc68c854e7
TelepathyTransport moved into Telepathy folder for consistency with the other transports
2021-02-18 14:03:23 +08:00
vis2k
08a89e83bd
CecilX license updated: show 'x' source
2021-02-18 13:59:27 +08:00
vis2k
dade531dfe
ChatExample: remove unused code
2021-02-18 13:58:53 +08:00
vis2k
68d38832ed
NetworkScenePostProcess: use LogWarning instead of LogWarningFormat
2021-02-18 13:57:47 +08:00
vis2k
4624f34b0e
syntax
2021-02-18 13:56:33 +08:00
vis2k
d8187d4b7d
syntax
2021-02-18 13:56:33 +08:00
vis2k
d83ce37760
remove //namespace comments
2021-02-18 13:56:33 +08:00
vis2k
5fd79094fc
fix: changing any NetworkIdentity settings in the Inspector at runtime (like forceHidden) would call OnValidate, cleared the assetId because the prefab conection isn't known at runtime. As result, the NetworkIdentity couldn't be spawned on other clients anymore because assetId is empty.
2021-02-18 13:43:00 +08:00
vis2k
dd29d99be2
Revert "fix: SetupIDs() now detects if Editor is running. fixes a bug where changing any NetworkIdentity setting at runtime would clear the NetworkIdentity.assetId, causing respawn bugs where client would receive an empty assetId (forceHidden -> not forceHidden)."
...
=> this broke two of the runtime tests previously
2021-02-18 13:43:00 +08:00
MrGadget1024
ae5875203e
Removed Overrides of OnServerError / OnClientError in templates
2021-02-17 22:14:27 -05:00
vis2k
9927c827dc
disable log
2021-02-18 10:43:55 +08:00
vis2k
3db423455b
fix: GUIConsole now shows logs in editor too. instead of only showing the empty console.
2021-02-18 10:43:55 +08:00
vis2k
2631982cb3
feature: perf: Global Interest Management. NetworkVisibility components per-NetworkIdentity obsoleted and replaced by one global InterestManagement component on NetworkManager instead. Significantly easier to understand, allows for spatial hashing (~30x faster) and reduces amount of components in the worlds (for 1k objects, we avoid 1k NetworkVisibility components now). ( #2581 )
...
* feature: perf: Global Interest Management. NetworkVisibility components per-NetworkIdentity obsoleted and replaced by one global InterestManagement component on NetworkManager instead. Significantly easier to understand, allows for spatial hashing (~30x faster) and reduces amount of components in the worlds (for 1k objects, we avoid 1k NetworkVisibility components now).
* Benchmark scene uses new Spatial Hashing
* improve message
* Update Assets/Mirror/Components/InterestManagement/SpatialHashing/Grid2D.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* NetworkIdentity.forceHidden changed to enum to prepare for forceShown
* NetworkIdentity.Visibility: added ForceShown option
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2021-02-18 10:16:10 +08:00
vis2k
650231025f
Interest Management: NetworkConnection.visList renamed to observing
2021-02-16 20:38:52 +08:00
vis2k
bd4fa37cd5
use M icon in all runtime scripts
2021-02-16 20:33:17 +08:00
vis2k
798984e4de
breaking: [Command(ingoreAuthority=false)] double negative changed to [Command(requiresAuthority=true)]
2021-02-16 20:32:05 +08:00
vis2k
c4899a92ca
remove comments
2021-02-16 20:29:57 +08:00
vis2k
9cf5984ce9
breaking: [ClientRpc(excludeOwner=false)] double negative changed to [ClientRpc(includeOwner=true)]
2021-02-16 20:26:49 +08:00
vis2k
60b112079c
Welcome Message updated
2021-02-16 20:23:58 +08:00
vis2k
64eba8204f
CustomAttributes.cs renamed to Attributes.cs
2021-02-16 20:23:12 +08:00
vis2k
020f79a8d2
Weaver: worker.Append(worker.Create(Opcode)) replaced with worker.Emit(Opcode)
2021-02-16 20:17:44 +08:00
vis2k
7ba6a9ab0b
Weaver Log simplified
2021-02-16 20:16:42 +08:00
vis2k
34a1722c76
Weaver Extensions: remove comments
2021-02-16 20:16:37 +08:00
vis2k
1b5ff01c8c
Weaver Extensions: syntax
2021-02-16 20:16:34 +08:00
vis2k
2ac0b3692c
Weaver Extensions: remove comment
2021-02-16 20:16:31 +08:00
vis2k
a8eb104273
Weaver CompilationFinishedHook: syntax
2021-02-16 20:16:25 +08:00
vis2k
bb8de742ae
Weaver CompilationFinishedHook: syntax
2021-02-16 20:16:22 +08:00
vis2k
7abbd2411e
Weaver CompilationFinishedHook: remove unused fields
2021-02-16 20:16:06 +08:00
vis2k
cfc648d722
Weaver Extensions: use Linq
2021-02-16 20:11:18 +08:00
vis2k
9121a65cc8
Weaver Extensions ImplementsInterface: use Linq
2021-02-16 20:11:13 +08:00
vis2k
7bd86cef5f
syntax
2021-02-16 20:10:31 +08:00
vis2k
9438b90c0d
syntax
2021-02-16 20:09:36 +08:00
vis2k
078e3c228d
feat: GUIConsole from uMMORPG add component to scene, press F12 to see log console in builds
2021-02-16 20:07:40 +08:00
vis2k
0185539905
WeaverTypes: remove unused
2021-02-16 20:06:32 +08:00
vis2k
7e509eae4a
Weaver.ReadAllFields: remove unused field
2021-02-16 20:05:53 +08:00
vis2k
bd34f100fc
syntax: remove unnecessary 'private'
2021-02-16 20:04:19 +08:00
vis2k
d75eeb346c
NetworkMessage moved into NetworkMessage.cs
2021-02-16 20:01:22 +08:00
vis2k
deaf73cc2a
remove unused imports
2021-02-16 19:59:55 +08:00
vis2k
3296de741f
DotNetCompatibility extension moved into Extensions.cs
2021-02-16 17:48:28 +08:00
vis2k
080924193d
remove unused Weaver Helpers.DestinationFileFor
2021-02-16 17:46:59 +08:00
vis2k
daf324310d
remove unused ScriptableObjectUtility
2021-02-16 17:46:23 +08:00
vis2k
ffebaa9cc6
StringHash extensions renamed to Extensions
2021-02-16 17:40:26 +08:00
vis2k
092ce8b214
breaking: removed LogFactory
2021-02-16 17:34:57 +08:00
vis2k
4be31cac9d
fix: batching reimplemented to be testable. fixes > MTU sized messages previously flushing out empty batches because the if size check is always true for > MTU sized messages, causing it to flush previous batch even if empty, causing odd empty message behaviour on server and client.
...
(added tests too)
2021-02-14 19:29:13 +08:00
vis2k
66b64f010f
fix: kcp2k V1.8: fixes empty message sending/receiving undefined behaviour and fixes IPv6 errors on Nintendo Switch
2021-02-14 17:46:34 +08:00
Robin Rolf
4cc9f2ea6a
Add scripting define for telepathy api change ( #2573 )
2021-02-13 13:20:05 -05:00
MrGadget1024
d26b09d544
Fixed Typo
2021-02-13 13:12:01 -05:00
vis2k
631fdb80d1
breaking: remove unused ErrorMessage & handlers
2021-02-14 00:43:42 +08:00
vis2k
4c12c59f78
breaking: remove NetworkConnection.InvokeHandler now that it's not needed anymore
2021-02-14 00:43:39 +08:00
vis2k
be42976a26
fix: NetworkServer/Client don't use Connect/DisconnectMessage anymore. fixes a bug where external connects could try sending that message causing undefined behaviour ( #2577 )
2021-02-14 00:39:23 +08:00
vis2k
5aed823cc7
fix: SetupIDs() now detects if Editor is running. fixes a bug where changing any NetworkIdentity setting at runtime would clear the NetworkIdentity.assetId, causing respawn bugs where client would receive an empty assetId (forceHidden -> not forceHidden).
2021-02-12 01:04:06 +08:00
JesusLuvsYooh
60574dd1ab
Wrong /n should be \n ( #2572 )
2021-02-10 21:04:43 +08:00
vis2k
3394f755b9
fix: Telepathy V1.6. fixes data races & improves stability ( #2571 )
...
* fix: perf: Telepathy V2.0
+ fixed data races
+ no more allocations
+ improved server stability under heavy load(!)
+ added lots of tests & fixed flaky tests
* fix: perf: Telepathy V2.0 (Concurrent Pipe Version)
* fix: Telepathy V1.3 (FOR CCU TEST. DONT MERGE, NEEDS ENABLED SCENE CHANGE CHECK)
* fix: Telepathy V1.4 (FOR CCU TEST. DONT MERGE, NEEDS ENABLED SCENE CHANGE CHECK)
* fix: Telepathy V1.5. fixes data races.
* fix: Telepathy V1.6 (fixes data races and more)
2021-02-10 19:36:39 +08:00
vis2k
e98a12b499
NetworkManager.MaxConnections default increased from 4 to 100 ( #2569 )
2021-02-08 10:11:16 +08:00
MrGadget
0675518762
fixed a bunch of typos ( #2566 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-02-06 17:52:24 -05:00
MrGadget1024
7d6566c3aa
fixed typo in comment
2021-02-06 14:29:47 -05:00
James Frowen
638f761469
fix: making exception for OnDeserializeSafely more clear ( #2562 )
2021-02-07 00:48:13 +08:00
vis2k
638796a0ad
syntax
2021-02-06 14:11:29 +08:00
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
1ff4fe30b7
perf: Batching ( #2552 )
...
* perf: Batching. Batches message into Transport.GetMaxPacketSize sized chunks and sends them every batchInterval
* don't log time
* Transport.GetMaxBatchSize and kcp override it to always use MTU
* remove comment
* NetworkConnectionToClient tests
* Test: Send_BatchesUntilUpdate
* Test: Send_BatchesUntilInterval
* fix: initialize last send time with NetworkTime.time
* better comment
* fixing reset after sending batch
Need to reset both position and length
* revert the transportreceive change for localconnections.
before it didn't work because of the length bug that is fixed now.
* added test to avoid length bug in the future
* optional
* enable batching in benchmark demo for max scale
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2021-02-03 22:47:06 +08:00
James Frowen
d870351afb
fix(SimpleWebTransport): removing unimportant error
...
ReadHelperException can be throw when connection disconnects, this is normal and should not be sent to mirror as an error.
2021-01-27 21:31:37 +00:00
vis2k
4d3eff0b7f
NetworkConnection.TransportReceive split into two functions
2021-01-26 12:15:44 +08:00
vis2k
24ec357a46
add comment
2021-01-26 11:46:43 +08:00
James Frowen
2396da8202
tests: updating HostSetup.cs
...
adding methods to spawn a pair of objects for server/client tests
2021-01-25 22:27:43 +00:00
James Frowen
3fcc7415b4
Update HostSetup.cs
...
adding virtual methods for test setup
2021-01-25 16:04:51 +00:00
vis2k
7bcf957c23
syntax
2021-01-25 23:21:41 +08:00
MrGadget1024
fdeb2b05bd
Added comments to NetworkManager::OnValidate
2021-01-23 14:34:01 -05:00
MrGadget1024
b7b1fa2146
style: Simplified NetworkManager::RegisterClientMessages
...
- Approved per Discord discussion
2021-01-22 10:18:46 -05:00
vis2k
12ee96f5d9
fix: NetworkServer.OnConnected allows for connectionIds < 0 now. some transports like kcp use hashing where connectionIds can easily be < 0, which previously was not allowed.
2021-01-21 11:07:44 +08:00
MrGadget
fb874169f7
feat: Added NetworkOwnerChecker Component ( #2388 )
...
* Added NetworkOwnerChecker component
* Simplified OnRebuildObservers
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-01-18 09:59:27 +08:00
MrGadget1024
872556543c
fix: NetworkManager: changed print
to logger.Log
2021-01-17 15:37:20 -05:00
MrGadget1024
b80436cc41
style: NetworkBehaviour: Moved OnStopClient below OnStartClient
2021-01-17 15:06:29 -05:00
MrGadget1024
e5eb29a6fc
fix: KcpTransport - commented out defines again
2021-01-17 13:17:02 -05:00
vis2k
92f8ad3c5c
kcp2k V1.7 version file added too
2021-01-17 20:32:04 +08:00
MrGadget1024
9bcd1a1be4
fix: Corrected NetworkRoomPlayer virtual method param name
2021-01-16 13:26:47 -05:00
Paul Pacheco
7e3b7b9e11
perf: synchronize network time over unreliable ( #2543 )
2021-01-14 23:37:25 +08:00
vis2k
1cdbcd64ba
kcp2k V1.7
...
- fix: unreliable messages reset timeout now too
- perf: KcpConnection OnCheckEnabled callback changed to a simple 'paused' boolean.
This is faster than invoking a Func<bool> every time and allows us to fix #8 more
easily later by calling .Pause/.Unpause from OnEnable/OnDisable in MirrorTransport.
- fix #8 : Unpause now resets timeout to fix a bug where Mirror would pause kcp,
change the scene which took >10s, then unpause and kcp would detect the lack of
any messages for >10s as timeout. Added test to make sure it never happens again.
- MirrorTransport: statistics logging for headless servers
- Mirror Transport: Send/Receive window size increased once more from 2048 to 4096.
2021-01-13 20:17:22 +08:00
James Frowen
365db8b55e
adding comment to CompressQuaternion
2021-01-12 18:18:31 +00:00
vis2k
ae48cf5c80
perf: kcp2k V1.6 - unreliable channel & improvements
2021-01-10 19:28:50 +08:00
MrGadget1024
8f4856c715
fix: fixed Chat example scene for 2018.4
2021-01-09 20:00:13 -05:00
MrGadget1024
e52dfeb07a
Applied Mirror Icon to MiddlewareTransport
2021-01-07 12:12:21 -05:00
vis2k
b85dea57df
fix: kcp2k updated to V1.5. bigger send/recv window size defaults because Mirror sends a lot of data. fixes a bug where some projects would encounter ever growing latencies because kcp didn't process/send data fast enough, causing slowly growing send/recv buffers. also shows MaxSend/RecvRate in debug gui now.
2021-01-08 00:00:10 +08:00
MrGadget1024
f10f6f913a
doc: Updated ReadMe
2021-01-07 09:34:33 -05:00
MrGadget1024
ca94fca82f
fixed NetworkIdentityTest
...
- removed unused var
2021-01-07 09:22:24 -05:00
MrGadget1024
b85557b8ea
Fixed NetworkWriterTest
...
- Removed unnecessary using
- Removed unused vars
- made netId a uint
2021-01-07 09:20:02 -05:00
Coburn
9393686f16
fix: NetworkWriterTest.cs failing due to Blittable removal ( #2530 )
...
This commit compliments dd4d344542
, and makes all tests in NetworkWriterTest.cs pass with flying colours. Gold star!
2021-01-05 00:44:38 +08:00
MrGadget1024
0a01edfbd5
fix: Fixed tests for OnStopClient
...
OnNetworkDestroy was renamed to OnStopClient in May 2020
2021-01-03 21:14:05 -05:00
MrGadget1024
ec972ca46a
Removed MonoBehaviour inheritance in Spawners
2021-01-03 13:02:09 -05:00
Coburn
dd4d344542
Revert "perf: NetworkWriter/Reader Write/ReadBlittable<T> for 4-6x performance improvement! ( #2441 )" ( #2526 )
...
This reverts commit 1947f061ad
and applies some patches to bring it back up to date without the DOTSNET feature.
2021-01-03 20:52:34 +08:00
James Frowen
eb6b7e73b9
fix: adding newline before StackTrace
...
this avoids the first line of the stacktrace being on the same line as the Exception. this is better because the Exception line could be line and it is easy to miss the first stack trace line.
2020-12-31 01:58:20 +00:00
James Frowen
d22db33086
Moving FindPath to editor scripts ( #2512 )
...
* moving FindPath to editor scripts
this allows this function to be used by other scripts
* Update Assets/Mirror/Editor/EditorHelper.cs
* removing extra using
2020-12-25 16:49:14 +08:00
James Frowen
1cf5930d51
feat: Adding default folder as argument for ScriptableObjectUtility ( #2513 )
...
This allows ScriptableObjectUtility to be used for other folders not just Asset/Mirror
2020-12-24 15:29:36 +08:00
MrGadget
41480ac42f
fix: DisallowMultipleComponent on all transports ( #2507 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-12-20 10:28:58 +08:00
MrGadget1024
8ad332a64d
fixed typo in comment
2020-12-19 14:58:08 -05:00
vis2k
c72fd39f19
NetworkReader.ReadNetworkBehaviour: don't log warning if netId is not in spawned. This is common if we have a [SyncVar] NetworkBeaviour that walks out of proximity range.
2020-12-19 21:39:24 +08:00
vis2k
c7b2d1d1d3
use more obvious syntax
2020-12-19 21:38:39 +08:00
vis2k
4e30409db5
NetworkReader.ReadNetworkIdentity: don't log warning if netId is not in spawned. This is common if we have a [SyncVar] NetworkIdentity that walks out of proximity range.
2020-12-19 21:37:43 +08:00
Paul Pacheco
45a494aded
fix: prevent allocation of massive array ( #2465 )
...
* fix: prevent allocation of massive array
A poison message could contain an invalid length causing us to allocate massive arrays
* throw exception instead
* Update Assets/Mirror/Runtime/NetworkReader.cs
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
* test for ReadArray
* swapping order of equation so that length doesnt overflow
* adding test case
* adding more tests for array length
* swapping order
* fixing expected message
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-12-17 12:12:26 +08:00
MrGadget
f2e78da58c
fix: Changed all fields in examples from [SerializeField] internal
to public
per Vis request. ( #2502 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-12-17 12:06:04 +08:00
MrGadget1024
2aa4c84ae5
Added meta file
2020-12-16 23:00:09 -05:00
James Frowen
50a214613f
fix(weaver): Weaver finds correct log methods for unity 2020.2 ( #2497 )
...
Unity has added new private LogWarning methods in 2020.2 which causes weaver to find the wrong method. Checking the parameters as we as the name will find the correct method.
fixes: https://github.com/vis2k/Mirror/issues/2366
2020-12-17 11:43:37 +08:00
Antoine Place
613851ff3c
Added an example featuring multiple match on a single server using the Match Checker component. ( #2499 )
...
Co-authored-by: Antoine Place <antoine.place@youkado.com>
2020-12-17 11:42:06 +08:00
MrGadget1024
8fcb7719e2
fix: Updated Basic example to work in Unity 2018.4
2020-12-16 15:05:58 -05:00
MrGadget
58aeb622ba
Make IDisposable classes sealed ( #2495 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-12-14 11:12:03 +08:00
James Frowen
e7e36d0558
feat(SimpleWebTransport): adding option to allow for tls outside of the transport
2020-12-12 14:53:23 +00:00
MrGadget1024
2f24d9aa2b
fix: Added OnStopServer to NetworkMatchChecker
2020-12-10 14:50:49 -05:00
MrGadget1024
36814e6abb
fix: Removed debug logging from NeworkSceneChecker
...
They were added for testing OnStop Server and forgot to take them out.
2020-12-10 14:49:41 -05:00
MrGadget1024
484b80f0bb
fix: Added OnStopServer to NetworkSceneChecker
2020-12-10 14:44:25 -05:00
Tiago Martines
6f8a289384
Disable KCP console logging when debugLog flag is off ( #2488 )
...
* Disable KCP console logging when debugLog flag is off
* Update KcpTransport.cs
* Update KcpTransport.cs
Co-authored-by: Tiago Martines <tiago.martines@wildlifestudios.com>
Co-authored-by: vis2k <info@noobtuts.com>
2020-12-09 14:29:38 +08:00
James Frowen
c3e2a26378
feat: allow types that inherit from Networkbehaviour to be used in syncvar's ( #2471 )
...
* adding MakeGeneric method
* adding tests for NB syncvar+hook
* adding functions to NetworkBehaviour
* getting references to new functions
* fixing NB read so it always reads same number of bytes as write
* adding backing field and serialize for Nb Syncvar
* extra test
* adding ignore to transform test
* fixing test
2020-12-09 10:53:26 +08:00
James Frowen
99f7e9112d
perf(NetworkTransform): removing allocations from Command ( #2491 )
...
`byte[] payload` will cause a new array to be created when parameters are read, using `ArraySegment<byte>` avoids this.
2020-12-08 16:01:39 +08:00
MrGadget1024
53694e3be3
fix: NetworkRoomManager.ReadyStatusChanged made public
2020-12-06 18:36:00 -05:00
James Frowen
2b91a3049b
Sorting usings ( #2487 )
...
Seems like this has come up a few times so here is a commit to sort this out.
We shouldn't have to worry about the order of the using, we should just let plugins automatically sort them. They are sorted into alphabetical order expect for system becase we have `dotnet_sort_system_directives_first = true` enabled in `.editorconfig`
2020-12-05 10:51:02 +08:00
James Frowen
a51ee1fa3b
fix: stopping values being reset before OnDestory is called ( #2485 )
...
* fix: stopping values being reset before OnDestory is called
* matches server side logic
* if an object is being fully destroyed it doesn't need its values to be reset
2020-12-03 15:50:52 +00:00
James Frowen
4acf0d69e0
feat: Allow Networkbehaviours to be sent in rpc ( #2478 )
...
* adding read/write functions
* adding method to get WriteNetworkBehaviour
* adding methods to weavertypes
* adding method to get ReadNetworkBehaviour
* weaver test for NetworkBehaviour in RPC
* renaming var
* writing tests to make sure read/write works
* registering functions
* changing function and adding comment
* checking any writer is set
* adding Description to test
* collection test
* fixing call
* removing errors, networkbehaviour as read/write
* adding test to use the reader that weaver generates
* fixing import
* simplifying test
* removing null from spawned
* improving throw
* adding code coverage
* applying code suggestions
2020-12-02 09:40:38 +08:00
James Frowen
798a4cab33
breaking: Unity LLAPI transport meets the recycle bin. ( #2484 )
2020-12-02 01:35:53 +00:00
James Frowen
adabbdc552
using TypeReference with comparer instead of string ( #2481 )
...
* Using TypeReference with IEqualityComparer instead of string to keep reference to type
* using targetType to initialize write/read functions
* test to make sure write function is set
2020-12-01 00:32:10 +00:00
James Frowen
05f6690484
weaver: moving IsNetworkIdentityField to extensions ( #2476 )
...
* weaver: moving IsNetworkIdentityField to extensions
* making extension use TypeReference
2020-11-29 21:51:19 -06:00
James Frowen
3bc58a851a
weaver: making GenerateWriter return MethodReference ( #2479 )
2020-11-30 03:05:57 +00:00
James Frowen
f9baa3f9da
making IsDerivedFrom use TypeReference ( #2475 )
2020-11-29 20:02:46 -06:00
MrGadget1024
58d6db72ad
fix: NetworkRoomManager and NetworkRoomPlayer public fields
...
Made fields public again for inheritance.
2020-11-29 01:52:26 -05:00
MrGadget1024
b3e7aa9d95
fix: NetworkBehaviour throwing error in logger
...
```
UnityException: ToString is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'GamePlay' on game object 'GamePlay'.
See "Script Serialization" page in the Unity Manual for further details.
UnityEngine.Object.ToString () (at <a979f18d51af41179d12b797e8c5be14>:0)
UnityEngine.Logger.GetString (System.Object message) (at <a979f18d51af41179d12b797e8c5be14>:0)
UnityEngine.Logger.LogError (System.String tag, System.Object message) (at <a979f18d51af41179d12b797e8c5be14>:0)
Mirror.NetworkBehaviour.InitSyncObject (Mirror.SyncObject syncObject) (at Assets/System/3rdParty/Mirror/Runtime/NetworkBehaviour.cs:168)
myGame.GamePlay..ctor () (at Assets/System/GamePlay.cs:18)
```
2020-11-28 23:03:36 -05:00
MrGadget1024
bcd1c6fbab
renamed rb to non-abbreviated name
2020-11-28 22:53:57 -05:00
MrGadget1024
930d0cbbfd
Tanks Example Improvements
...
- made fields private with SerializeField
2020-11-28 19:55:11 -05:00
MrGadget1024
8efd45c0d2
Room Example Improvements
...
- made fields private / internal with SerializeField
- CapsuleCollider is always on
2020-11-28 19:51:01 -05:00
MrGadget1024
12231c3be7
Pong Example Improvements
...
- made fields private with SerializeField
2020-11-28 19:26:20 -05:00
MrGadget1024
6823fb9d2e
Multiple Additive Scenes Example Improvements
...
- made fields private / internal with SerializeField
- simplified Spawner to use prefab directly from MultiSceneNetManager
2020-11-28 19:12:57 -05:00
MrGadget1024
982b268b87
Additive Scenes Example Improvements
...
- Player Collider is always on
- made fields private with SerializeField
2020-11-28 18:53:14 -05:00
MrGadget1024
d6cfd2eadf
perf: Improvements to RigidbodyPhysics Example
...
- consolidate nested if
- set kinematic by default on scene objects
- set kinematic false on server in AddForce::Start
- added field for Rigidbody component reference via inspector
- eliminated calling GetComponent every frame
- set SyncInverval to zero on both NetworkTransforms and NetworkRigidbody
2020-11-28 18:14:13 -05:00
MrGadget1024
d0ee88150f
Removed AsmDef from RigidBodyPhysics example
2020-11-28 18:03:13 -05:00
MrGadget1024
c6f0554bd8
Removed Obsolete from TelepathyTransport
2020-11-28 17:30:33 -05:00
MrGadget1024
090b83e583
Chat Example: made field private with SerializeField
2020-11-28 17:29:38 -05:00
MrGadget1024
f735ad2f6b
Chat Example: made field private with SerializeField
2020-11-28 15:45:02 -05:00
MrGadget1024
1339ab7065
fix: Fixed broken reference in Chat example scene
2020-11-28 15:44:27 -05:00
MrGadget1024
6027b8056d
Basic Example: Made fields internal with SerializeField
2020-11-28 15:43:02 -05:00
MrGadget1024
0856bc008a
perf: Applied Channels.DefaultUnreliable to Experimental Network Transform
2020-11-28 10:20:24 -05:00
MrGadget1024
1616f57db0
perf: Added Compress / Decompress Quaternion to Experimental Network Transform
2020-11-28 10:16:01 -05:00
vis2k
fde07decfc
perf: NetworkTransform compresses rotation from 16 to 4 bytes. ( #2469 )
...
1024 entities => 4KB instead of 16KB
2020-11-28 12:12:17 +08:00
vis2k
3d5c942d85
fix: kcp2k V1.4. fixes a bug where KcpConnection message processing can now be stopped immediately when transport was disabled after scene change message; MirrorTransport uses turbo mode by default now
2020-11-27 18:28:10 +08:00
vis2k
cca5c12f4d
remove unused import
2020-11-27 17:34:09 +08:00
vis2k
5e4a86e3aa
perf: Kcp: use 'turbo mode' configuration in all examples( https://github.com/skywind3000/kcp/blob/master/README.en.md#protocol-configuration )
2020-11-27 17:09:59 +08:00
vis2k
cbcace8dfe
fix: NetworkScenePostProcess now stops editor for invalid sceneIds ( #2468 )
...
Better than launching with sceneId errors, which never works.
2020-11-27 15:55:49 +08:00
vis2k
b96d0d2284
fix: NetworkScenePostProcess gives proper error message if currently in prefab edit mode. ( #2467 )
...
Previously it would give 'a scene needs to be resaved', which is confusing.
2020-11-27 15:54:25 +08:00
vis2k
4ea25feee7
Syntax
2020-11-27 12:53:02 +08:00
MrGadget1024
01d5358145
Rephrased comment
2020-11-26 19:57:56 -05:00
MrGadget1024
ee24eae3f6
feat: NetworkServer.maxConnections is now public
...
Fixes #2448
2020-11-25 22:52:48 -05:00
MrGadget
fa9aa67cc6
feat: Updated Basic Example ( #2461 )
...
* Changed oldColor to underscore in hook in RandomColor
* WIP
* feat: Updated Basic Example
- PlayerUI is now separated from player object
- PlayerUI is event driven from the Player object
- PlayerUI is locally instantiated, instead of networked
- added border to players panel
* fixed code smells
* moved playersList to BasicNetManager
* fixed compile error and improved layout
* fixed tooltips
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-11-25 22:39:31 -05:00
James Frowen
b14fa87f1a
docs: adding explanation for Compression for ScaleToUInt parameters
2020-11-25 23:41:48 +00:00
vis2k
31c3c2f924
Telepathy: Common.ReadMessageBlocking: log warning instead of logging OverflowException if size header is negative
2020-11-25 21:51:43 +08:00
James Frowen
ff6ced11aa
docs: fixing cref ( #2463 )
2020-11-24 21:25:54 +00:00
MrGadget1024
fb8c3c4736
fix: broken links to documentation
2020-11-23 10:59:11 -05:00
MrGadget1024
e0fb14feea
Changed oldColor to underscore in hook in RandomColor
2020-11-22 21:49:01 -05:00
James Frowen
c84b317a7b
Calling Register from RegisterWriteFunc and adding comments ( #2451 )
...
Having near identical lines in these functions is confusing at first glace. Having RegisterWriteFunc call Register makes it more clear exactly what is going on
2020-11-23 10:35:16 +08:00
James Frowen
800a3d934b
docs(NetworkWriter): doc comments for WriteBlittable (with benchmark) ( #2459 )
...
* docs(NetworkWriter): doc comments for WriteBlittable
* Update Assets/Mirror/Runtime/NetworkWriter.cs
2020-11-23 10:32:19 +08:00
James Frowen
96a03a3d59
docs(NetworkReader): doc comments ( #2460 )
...
* formatting
* moving comment about buffer next to buffer
* moving comment to doc comment
* doc comment position
* doc comments for Length
* doc comments for ReadBlittable
* doc comments for ReadBytes
* doc comments for ReadBytesSegment
* doc comments for ToString
* doc comments for NetworkReaderExtensions
* comments for ReadString
* exception comments for read bytes/segement
* fixing comment
2020-11-23 10:31:50 +08:00
MrGadget
3a5da1d256
feat: Add OnStopServer / OnStopClient methods to Network Authenticator ( #2447 )
...
* feat: Add OnStopServer / OnStopClient methods to Network Authenticator
* Added calls to Network Manager
* Added OnStopServer / OnStopClient overrides to Authenticators
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-11-22 10:44:56 +08:00
James Frowen
301e791d9d
fix(weaver): Warning for multiple write/read functions for the same type ( #2453 )
...
* fix(weaver): Warning for multiple write/read functions for the same type
Adding warning message when trying to register a write or read function for a type that is already in dictionary. Previously weaver would be silent about this making it hard to know when an extension method overrides another one.
* test for warnings
2020-11-22 10:42:53 +08:00
James Frowen
fd9a7b0561
docs(NetworkWriter): doc comments ( #2455 )
...
* style for writer<T>
* adding doc comments to function that miss it
2020-11-22 10:40:06 +08:00
James Frowen
c8e4333d4e
docs(Transport): adding rules to remarks on transport ( #2450 )
...
* adding rules to remarks on transport
* adding default channel rule
2020-11-21 17:10:09 +00:00
James Frowen
2bd6675d19
Checking buffer length is atleast 2 ( #2433 )
...
* checking buffer length is atleast 2
disconnect if invalid message
* using const instead of magic number
Adding test to make sure that writing id is the same size as IdSize
* adding comment
* renaming to HeaderSize
2020-11-21 11:41:35 +08:00
vis2k
995fd06a77
ignore warning in tests
2020-11-20 23:50:36 +08:00
James Frowen
d3d3113f7b
perf(transport): BREAKING: callbacks instead of unityevent for transports ( #2417 )
...
* delegate and callbacks instead of unityevent
* using callbacks in Mirror
* Using new callbacks instead of events
* moving methods next to each other in NetworkClient
* moving add/remove to methods in NetworkServer
* replacing uses of events within transports and tests
* fixing tests
* fixing more tests
* replacing delegates with actions
* adding comments to show what action variable's are
* removing extra function created in rebase
* renaming callbacks
* adding reset methods so that actions arn't null
* fixing rename
* breaking defines
* Update Assets/Mirror/Runtime/Transport/KCP/MirrorTransport/KcpTransport.cs
* Update KcpTransport.cs
* Update Transport.cs
* removing ResetHandlers methods
transports can now call events after stop is called
Co-authored-by: vis2k <info@noobtuts.com>
2020-11-20 23:47:56 +08:00
MrGadget1024
347a376dad
fix: Fixed PlayerScore Display in MultipleAdditiveScenes Example
2020-11-19 23:58:14 -05:00
MrGadget1024
72ae5cb7a7
fix: Fixed issues in MultipleAdditiveScenes example
...
- Fixed NRE when no host player in PlayerScore
- Fixed player collisions by making the collider always on
2020-11-19 22:24:16 -05:00
MrGadget1024
43cea98ef9
Fixed typos
2020-11-18 11:28:01 -05:00
vis2k
1947f061ad
perf: NetworkWriter/Reader Write/ReadBlittable<T> for 4-6x performance improvement! ( #2441 )
...
* Mirror asmdef: allow unsafe
* perf: NetworkWriter.WriteBlittable<T> for 4-6x performance improvement
* perf: NetworkReader.ReadBlittable<T>
* Remove unused conversion structs
* Add sizeof(T) vs Marshal.SizeOf<T> comments
* Add 'BlittableOnThisPlatform' test to be sure
2020-11-18 10:46:45 +08:00
James Frowen
cebc578abb
moving transport handler code to functions ( #2444 )
...
this matches Networkclient
2020-11-17 14:46:37 +00:00
James Frowen
72fa903125
Refactor add transport handlers 2 ( #2443 )
...
* moving add/remove methods next to each other
* renaming methods for clarity
2020-11-17 08:37:55 -06:00
James Frowen
c95f7d4da9
moving add/remove methods next to each other ( #2442 )
2020-11-17 08:36:21 -06:00
James Frowen
793d3478fc
perf: Increase write performance ( https://github.com/MirrorNetworking/SimpleWebTransport/pull/25 )
...
* adding options to increase performance of send loop
adding config to Transport
* removing extra comments
* changing default value of sleep to false
2020-11-17 14:25:18 +00:00
vis2k
1ca61547ea
Performance Tests: create big enough writer to measure without runtime resizes
2020-11-17 20:59:40 +08:00
vis2k
968c2e86ec
Syntax
2020-11-17 20:48:05 +08:00
vis2k
54e680f61c
Performance Tests: simplify WriteInt so it truly only measures WriteInt
2020-11-17 20:47:49 +08:00
vis2k
eaf1df2dc1
better
2020-11-17 20:46:37 +08:00
vis2k
f577864877
Performance Tests: add WriteQuaternion to test a more complex type
2020-11-17 20:46:37 +08:00
James Frowen
7bb312bdb8
adding try/catch to handler so server doesn't crash from user exceptions ( #2435 )
...
* adding try/catch to hanlder
user code can throw errors.
* Update Assets/Mirror/Runtime/MessagePacker.cs
* Update Assets/Mirror/Runtime/MessagePacker.cs
* test for command that throws
* disconnecting client after Exception in message handler
Co-authored-by: vis2k <info@noobtuts.com>
2020-11-17 15:51:29 +08:00
vis2k
2a5af1af20
kcp2k V1.3
2020-11-17 15:41:37 +08:00
James Frowen
54869c9ba2
finding handler inside TransportReceive so we dont need to check true/false ( #2439 )
2020-11-16 16:09:32 +00:00
James Frowen
e12621cbd1
moving log inside handler so it has message name ( #2438 )
2020-11-16 12:40:50 +08:00
James Frowen
46e60c6564
renaming reader ( #2437 )
...
less verbose name
2020-11-16 12:40:17 +08:00
James Frowen
38907e63d9
fixing typo ( #2434 )
2020-11-15 20:40:45 +00:00
vis2k
fcd1394061
MessagePacker.UnpackMessage renamed to Unpack for consistency with Pack and because the class is already named MessagePacker anyway ( #2430 )
2020-11-16 02:42:01 +08:00
vis2k
14ae0d094d
MessageHandler.MessageHandler renamed to WrapHandler because that's what it does. ( #2431 )
2020-11-16 01:48:33 +08:00
vis2k
1e9a3b03de
add comment
2020-11-16 00:43:48 +08:00
vis2k
ca29bcebe5
MessagePacker.Unpack<T> moved to MessagePackerTests because it's only used for tests
2020-11-15 16:41:38 +08:00
vis2k
cf9025bff7
Synta
2020-11-15 16:41:38 +08:00
James Frowen
3727e36b74
weaver removing unneeded ImportReference ( #2429 )
2020-11-14 23:55:44 +00:00
MrGadget1024
b14daba289
Removed Telepathy from example that I added by accident
2020-11-14 15:43:14 -05:00
James Frowen
417818d4d6
weaver import typeRefernce when generating readers ( #2427 )
...
Importing typeRefernce once before we generate reader
2020-11-14 12:50:21 -06:00
MrGadget1024
2e2fecb20a
Minor code cleanup in PlayerControllers
2020-11-14 11:48:28 -05:00
James Frowen
f7b0b88247
removing invalid cref
2020-11-14 16:28:32 +00:00
Paul Pacheco
037ac55937
fix: using mathematics in commands and rpcs ( #2425 )
...
Generating readers and writers for structs in other assemblies
could sometimes cause a
```
System.ArgumentException: Member 'xxx' is declared in another module and needs to be imported
```
This in particular affected unity mathematics.
fixes #2406
2020-11-14 10:25:48 -06:00
Paul Pacheco
59ed64f9d0
feat: Provide user friendly error with undefined reader/writer ( #2423 )
...
Previously this just gave NRE, which does not help the user address the problem.
provides a better error for #2411
2020-11-14 08:46:53 -06:00
MrGadget1024
d5e162c0d0
Removed Server Only scene object from MultipleAdditiveScenes example
2020-11-14 02:26:19 -05:00
MrGadget1024
7ea55ce935
Added server checks to ZoneHandler
2020-11-14 01:00:06 -05:00
MrGadget1024
e9286b8259
Added server checks to Spawner
2020-11-14 00:58:42 -05:00
MrGadget1024
263b88d24d
Removed Server Only Scene Object from Room Example
...
Spawner now has static property and methods and doesn't need to be on any networked object.
2020-11-14 00:03:19 -05:00
MrGadget1024
474b2ddf06
Removed Server Only Scene Object from Additive Scenes Example
2020-11-13 23:01:30 -05:00
vis2k
218492a921
NetworkServerTests: UpdateDetectsNullEntryInSpawned
2020-11-13 20:13:35 +01:00
vis2k
b957ab7818
better name
2020-11-13 20:10:45 +01:00
vis2k
d21d501bd0
NetworkServerTests: UpdateWithNullEntryInSpawned
2020-11-13 20:05:41 +01:00
vis2k
0f96e8ce6b
Pool<T>; NetworkReader/WriterPools simplified by using Pool<T> ( #2414 )
...
* Pool & Tests
* NetworkWriterPool simplified: uses Pool<T>
* NetworkReaderPool simplified: uses Pool<T>
2020-11-13 19:22:03 +01:00
JesusLuvsYooh
3e21f76d4a
Round trip time bool and tooltip. ( #2419 )
...
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
* Round trip time bool and tooltip.
I've added this RTT boolean and a tooltip, might clear up some confusion for future users.
Many believe ping is time to server, and rtt is ping pong.
2020-11-12 17:02:57 +01:00
MrGadget1024
35b61749d1
Updated PreprocessorDefine & ProjectSettings version to 28
...
This should have been done with PR #2413
2020-11-11 08:53:43 -05:00
vis2k
9c6c5d760c
breaking: Force networkmessage as struct everywhere. Redundant MessagePacker.GetId(type) not needed anymore ( #2413 )
...
* breaking: Force NetworkMessage as struct everywhere
* Redundant GetId(type) is not needed anymore
2020-11-11 09:48:03 +01:00
James Frowen
6d4aeaf3e3
fix(SimpleWebTransport): Error event should now correctly be called
2020-11-11 00:42:47 +00:00
MrGadget1024
581dacaaa5
Updated PreprocessorDefine & ProjectSettings version to 27
...
This should have been done in PR #2400
2020-11-10 18:26:26 -05:00
MrGadget1024
0fdf54dd34
Updated metas for Icosphere
2020-11-10 18:06:33 -05:00
MrGadget1024
2f9b423d41
Added tooltip
2020-11-10 17:48:16 -05:00
vis2k
1ecf57a2f0
Tests: remove unnecessary empty NetworkMessage serialization methods. Weaver takes care of it.
2020-11-10 10:27:35 +01:00
vis2k
2b02fa0130
kcp2k V1.2: smaller fixes, max message size increased from 1200 bytes to 145KB
2020-11-09 21:15:36 +01:00
Martin Bozek
4bb202fddc
feat: Change NetworkPingDisplay settings at runtime ( #2396 )
...
* making fields public
* adding format for text
* updating style each frame to update when it is changed
2020-11-09 18:11:13 +00:00
JesusLuvsYooh
a57c47d5f6
Adjusted KCP tooltip typo. ( #2409 )
...
Changed the default 100ms to 10ms
Double checked with Vis in Discord "tooltip is meant to say 10ms."
Already seen one screenshot of a Discord user that set this from 10 to 100, due to the typo, believing 100 was meant to be default and not 10.
2020-11-09 08:24:12 -05:00
MrGadget1024
fd8c227812
Renamed private method to correct spelling.
2020-11-08 21:36:22 -05:00
vis2k
7eaeb07642
fix: flaky Weaver tests. Read/WritePacked removed for good
2020-11-08 18:34:20 +01:00
vis2k
91d365fa13
Tests: NetworkMatchCheckerTest telepathy obsolete warning fixed. uses MemoryTransport now
2020-11-08 17:00:39 +01:00
vis2k
ab71bdbc62
breaking: Obsolete Read/WritePacked functions and use the regular ones everywhere. We are not bandwidth limited but CPU limited, so this is good. Those were overly complex and worst of all they cause non deterministic packet sizes. a player packet might spawn fine in editor, but 1 month into production it might very well hit the 1200 MTU limit if health is suddenly >241 or the Vector2Int position is somewhere else. This was insanity. ( #2400 )
...
* NetworkWriter consistency: Write(U)Ints moved to static extension methods for consistency with all the other writer functions like WriteUInt16.
This makes life easier because weaver looks for all Write(U)Int functions in the same place. Otherwise packed writes can't be removed in a later PR without breaking weaver (which is also evidence for being bad design before)
* NetworkReader consistency: removed redundant Read(U)Ints
* breaking: Obsolete Read/WritePacked functions and use the regular ones everywhere. We are not bandwidth limited but CPU limited, so this is good. Those were overly complex and worst of all they cause non deterministic packet sizes. a player packet might spawn fine in editor, but 1 month into production it might very well hit the 1200 MTU limit if health is suddenly >241 or the Vector2Int position is somewhere else. This was insanity.
2020-11-08 15:59:09 +01:00
vis2k
a857707321
Networkwriter consistency ( #2399 )
...
* NetworkWriter consistency: Write(U)Ints moved to static extension methods for consistency with all the other writer functions like WriteUInt16.
This makes life easier because weaver looks for all Write(U)Int functions in the same place. Otherwise packed writes can't be removed in a later PR without breaking weaver (which is also evidence for being bad design before)
* NetworkReader consistency: removed redundant Read(U)Ints
2020-11-07 17:49:12 +01:00
vis2k
06e2d7ceda
remove unused import
2020-11-07 14:49:04 +01:00
vis2k
1c471feffd
life is better with semicolons
2020-11-07 13:54:58 +01:00
Sulexa
4d8b02ce35
prevent multiple client or server to start ( #2398 )
...
* Return and log warning on start already started client or server
* Apply suggestions from code review, Always check for client and server active state
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
Co-authored-by: vis2k <info@noobtuts.com>
2020-11-07 10:13:47 +01:00
James Frowen
dbd1afe53b
fix(MiddlewareTransport): making sure MiddlewareTransport listens for inner events ( #2386 )
...
* making sure events are called
* full tests for middleware Transport
2020-11-07 02:10:44 +00:00
MrGadget1024
0bf6d91357
Reset scenes for 2018.4.28f and removed obsolete components on cameras
2020-11-04 08:59:41 -05:00
MrGadget
4e742d48a5
Adding Obsolete attribute to Telepathy Transport ( #2392 )
...
* Adding Obsolete attribute to Telepathy Transport
* doc: fixed bad link in Transports TOC
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-11-03 21:41:24 +01:00
MrGadget1024
2594aeb49f
Reset Basic Example Scene back to 2018.4 Compatibility
2020-11-02 10:44:14 -05:00
MrGadget
5b64ce425e
fix: Examples No Longer Rely On Sequential connectionId ( #2387 )
...
* NetworkRoomManager
* Basic Example
* Room Example
* MultipleAdditiveScenes Example
* Removed unused usings
* Removed redundant initializer
* Removed redundant initializer
* Renamed playerNo to playerNumber
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-11-02 15:46:01 +01:00
MrGadget1024
87412477dc
Spawn prizes as child of spawner directly in correct additive scene instance
2020-11-02 01:27:49 -05:00
MrGadget1024
3aad58a95f
Removed the +1 in MultiSceneNetManager
2020-11-01 19:12:25 -05:00
MrGadget1024
7560a4c274
Updated MultipleAdditveScenes Example
...
Added Comments
Organized methods
Renamed private Coroutines for cognitive
Improved the delayed AddPlayer
2020-11-01 15:55:40 -05:00
James Frowen
bc72810e55
fix: fixing first import of package ( #2384 )
...
* removing #if MIRROR
* removing #if MIRROR_26_0_OR_NEWER
* Update KcpTransport.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-11-01 18:50:06 +01:00
vis2k
27c034c33c
remove old meta file
2020-11-01 18:46:46 +01:00
James Frowen
6971125c7f
adding asmdef to kcp2k folder ( #2385 )
...
* adding kcp2k asmdef
marked with allowUnsafeCode
* adding reference to new kcp2k asmdef, and unmarking allowUnsafeCode
* adding public gettings for list/queue count
* Update Assets/Mirror/Runtime/Transport/KCP/MirrorTransport/KcpTransport.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-11-01 18:20:07 +01:00
James Frowen
42c8de9322
docs: fixing list header xml
2020-11-01 16:39:43 +00:00
MrGadget1024
1f3c2d26db
Added .ToString("X") to sceneId logging
2020-11-01 01:03:06 -05:00
MrGadget1024
19fcdd40d8
Added Mirror\Tests\Editor\Weaver\bin.meta
2020-11-01 00:41:39 -04:00
MrGadget1024
17413bd257
Added .ToString("X") to sceneId logging
2020-11-01 00:40:42 -04:00
MrGadget1024
0c37a4d794
Updated NetworkIdentity comments
2020-11-01 00:16:16 -04:00
MrGadget1024
f95b0c40af
Updated NetworkIdentity comments
2020-10-31 23:14:58 -04:00
James Frowen
bbb61848be
feat: Quaternion and float Compression ( #2368 )
...
Adding compression methods for Quaternion and floats. These methods can be used to decrease size of Quaternions before sending the value over the network.
ScaleToUInt method can be used to compress float from 32 bits to the range given to the method. This can be used to compress Vector3 if the bounds of the world are known and fixed before runtime.
2020-11-01 02:33:24 +00:00
James Frowen
9182b32946
feat(SimpleWebTransport): adding option to configure handshakeMaxSize
2020-11-01 02:12:16 +00:00
James Frowen
f35b7ed81e
fix: fixing sceneId when using BuildPipeline.BuildPlayer with incorrect case in path ( #2382 )
...
* fix: fixing sceneId when using BuildPipeline.BuildPlayer with incorrect case in path
BuildPipeline.BuildPlayer takes an array of strings for scene paths. Unity will find the scene with the path case insensitive but path case is case sensitive.
This change would make it so that these 2 paths have the same hash
```
Assets/Scenes/Forest.unity
Assets/Scenes/forest.unity
```
* Adding full comment for ToLower
* Update NetworkIdentity.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-10-30 18:41:32 +01:00
vis2k
0c2ad96061
feat: KCP Transport ( https://github.com/vis2k/kcp2k ) ( #2381 )
2020-10-30 13:53:13 +01:00
vis2k
88e160a5f7
Tests: NetworkManagerStopHostOnServerDisconnectTest uses MemoryTransport now
2020-10-30 13:51:25 +01:00
James Frowen
1d6b33c49b
fix(SimpleWebTransport): version 0.6.6
...
Fixes:
* fixing problem in 0.6.3
* updating transport for mirror v26
2020-10-29 22:08:18 +00:00
vis2k
f08aa636ad
add Mirror V26 preprocessor define
2020-10-29 20:18:23 +01:00
vis2k
bbec123eff
breaking: Transport.Send(connectionId) instead of List<connectionId>, and return type changed to void. The List was only there to avoid LLAPI & Telepathy allocations. It makes everything extremely complicated and it's not necessary for any of the newer transports anymore. ( #2380 )
2020-10-29 17:10:57 +01:00
James Frowen
151185e9c5
fix(NetworkAnimator): fixing trigger not applied on host
...
Triggers should now be applied on host when other clients have authority of the object
2020-10-29 15:45:00 +00:00
vis2k
78862ee989
Revert Tanks modifications. Keep it simple.
2020-10-29 13:16:41 +01:00
James Frowen
cd36ed5ae4
fixing compile error
...
2nd PR merged messed up, removing 2nd clientAuthorityBeforeTeleport
2020-10-28 13:52:49 +00:00
James Frowen
82faac5011
splitting up Update method ( #2375 )
...
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2020-10-27 22:54:56 -04:00
James Frowen
b1d99601eb
Moving variable to top of file. ( #2376 )
...
It is best practice to put variables above all methods in c#
2020-10-27 22:46:23 -04:00
James Frowen
c1e63d4078
fix(SimpleWebTransport): v0.6.3
...
* fixing error where standalone client would not correctly stop after failing to connect
* using ASCII encoding to follow RFC spec
2020-10-28 01:46:22 +00:00
MrGadget1024
cea165addb
Changed to use localSpace
2020-10-27 20:11:47 -04:00
MrGadget1024
a9efaf1ad2
Added ServerTeleport to Experimental NetworkTransform
2020-10-27 19:53:23 -04:00
MrGadget1024
c306a9d5ef
fixed typo
2020-10-27 19:52:34 -04:00
James Frowen
8e772a2077
fix(weaver): Fixing weaver not writing when assemble didn't have NetworkBehaviour ( #2373 )
...
* Making ReaderWriterProcessor return if it found custom functions (not counting ones in mirror.dll)
* Always writing generateContainerClass if modified
* processing PropertySiteProcessor if either ReaderWriterProcessor or WeaveModule are successful
* creating generateContainerClass in WeaverList constructor
* Moving new WeaverList to after WeaverTypes.SetupTargetTypes
2020-10-26 15:51:38 +01:00
James Frowen
4efd19c4ff
feat: Middleware transport ( #2362 )
...
* feat: adding MiddlewareTransport
* Allows Middleware to be created at the transport layer
* Middleware can choice which methods they want to override and which to let inner handle
* using expression bodies
2020-10-25 21:42:00 +01:00
MrGadget1024
4628685a62
fixed outdated comment
2020-10-25 15:25:34 -04:00
MrGadget1024
8c08ecf84d
Empty braces on same line
2020-10-25 13:44:07 -04:00
MrGadget
75ce277a68
Add Accept and Reject methods to Authenticator ( #2370 )
...
* Add Accept and Reject methods to Authenticator
* Tabs To Spaces
* Removed `base.`
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-10-25 12:55:29 -04:00
James Frowen
b19a8ccd12
fix(SimpleWebTransport): making sure that ReadHelper.Read reads exactly number of bytes
...
Docs say that stream.Read could return less than length. Keep reading stream untill length is reached.
2020-10-25 16:05:35 +00:00
James Frowen
414030d023
fix: making ClientAuthorityCallback an event ( #2363 )
...
* stops error prone behaviour of using = from multiple scripts
BREAKING CHANGE: `= callback` now needs to be `+= callback`
2020-10-25 17:01:53 +01:00
MrGadget
8f4ff423cb
Basic Authenticator code organization and comments ( #2369 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-10-25 09:52:16 -04:00
James Frowen
a833f5c29f
Running code clean up ( #2364 )
...
* removing un-needed using
* whitespace
* using explicit types
2020-10-24 20:24:54 +01:00
James Frowen
28fc75140c
fix: improving errors in SendTargetRPCInternal ( #2358 )
...
* fix: improving errors in SendTargetRPCInternal
* now give error when connection is null
* updating error message to accurately explain what went wrong
2020-10-24 20:18:59 +01:00
MrGadget
77c844184e
Remove Obsoletes ( #2361 )
...
BREAKING CHANGE: Removed Obsolete Methods and Tests
2020-10-24 11:36:44 -05:00
MrGadget1024
60bc1555a5
Added Deprecated date to SyncList
2020-10-24 11:37:54 -04:00
MrGadget
749c9ee970
Make SerializeSyncVars & DeserializeSyncVars protected virtual ( #2360 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-10-24 16:18:31 +02:00
MrGadget
cf3cf6a1ab
Remove EditorBrowsable Never Attributes ( #2359 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2020-10-24 16:18:05 +02:00
James Frowen
0c6b63a2b1
simpleweb refactor changes
2020-10-22 19:13:58 +01:00
vis2k
d940db7e65
fix : #2357 (the second bug): NetworkServer.DisconnectAllConnections now iterates a copy of connections.Values to InvalidOperationException in cases where Transport.ServerDisconnect calls Mirror's OnServerDisconnect event immediately, which calls NetworkServer.OnDisconnected(connectionId), which would remove the connection while DisconnectAllConnections is iterating over them.
2020-10-22 11:36:18 +02:00
James Frowen
06ae90878d
Removing IDisposable from NetworkConnection ( #2345 )
...
* clientOwnedObjects is a hash set which doesn't need to be disposed
* DestroyOwnedObjects already clears list which is called by networkmanager when connection disconnects
Co-authored-by: vis2k <info@noobtuts.com>
2020-10-22 09:50:37 +02:00
James Frowen
46d8077780
Simplifing IsClientAlive check ( #2346 )
...
* moving check to base connection because it could be used for either
* renaming to IsAlive
* passing in timeout so it doesn't need to check NetworkServer
* updating doc comment
2020-10-22 09:48:35 +02:00
Chris Langsenkamp
2439af8c5e
Applied Mirror Icon
2020-10-21 17:56:14 -04:00
vis2k
d3f1ee9819
fix: NetworkClient.Disconnect avoids NullReferenceException if Transport ClientDisconnect calls OnDisconnected immediately. Related to: https://github.com/vis2k/Mirror/issues/2353
2020-10-21 20:41:40 +02:00
Paul Pacheco
71dc3a2481
fix: recursive types with collections
2020-10-20 09:47:43 -05:00
Paul Pacheco
3bf41c89ea
simplify serializing collections ( #416 ) ( #2348 )
...
The code to serialize lists, arrays, and array segments is now in the runtime instead of generated in the weaver.
removes about 300 LOC of weaver witchcraft
2020-10-20 09:47:00 +02:00
James Frowen
c789e2a510
using null propagation for RemoveOwnedObject ( #2347 )
2020-10-20 01:33:20 +01:00
James Frowen
25be44840e
checking if incoming message has length 0 before checking its id ( #2336 )
2020-10-18 23:07:10 +02:00
James Frowen
5eac88aa38
feat: adding NetworkRigidbody2D ( #2322 )( #2342 )
...
* using angularVelocitySensitivity
* removing un-needed using
* using vec2 instead of vec3
2020-10-17 20:46:58 +01:00
pitaya4
b0430efa40
Added support for 2D rigidbodies ( #2322 )
...
Added `Mirror.Experimental.NetworkRigidbody2D`, which supports 2D rigid bodies instead of regular ones.
2020-10-17 20:24:30 +01:00
Paul Pacheco
ea7594e558
perf: use built in == instead of unity one ( #2339 )
...
* perf: use built in == instead of unity one
should be the same performance as #2325 without the complexity
* more readable version
* more readable version
2020-10-17 13:50:38 -05:00
James Frowen
92c7196f69
feat: Adding SimpleWebTransport v0.6.1 to mirror repo ( #2323 )
...
* Intial commit
see https://github.com/MirrorNetworking/SimpleWebTransport for full git histroy
* Update main.yml
Adding SimpleWebTransport to coverage exclusions
* fully ignoring SimpleWebTransport from sonarcloud
SimpleWebTransport has sonarcloud running on its own repo
* using Buffer.BlockCopy
* SimpleWebTransport v0.4.1
* making error messages use LogError (MirrorNetworking/SimpleWebTransport@5f0096c )
* messages with length of 1 can be recieved by the client (MirrorNetworking/SimpleWebTransport@4237fc4 )
* stopping un-needed error logs after disconnect (MirrorNetworking/SimpleWebTransport@25ff190 )
* updating readme
* SimpleWebTransport v0.5.0
* adding missing warn level to Log.Levels (MirrorNetworking/SimpleWebTransport@0f68498 )
* Allowing multiple instances of javascript client (MirrorNetworking/SimpleWebTransport#14 ) (MirrorNetworking/SimpleWebTransport@cc6e513 )
* SimpleWebTransport v0.5.8
* Stopping send error when client disconnects
* Adding buffer pool
* Using ArrayBuffer for receive
* Removing info and verbose logging by default so performance isnt effected in editor or development builds.
* Making WebSocketClientStandAlone use timeouts from inspector
* Removing incorrect header from inspector
* Removing readonly from logger so that it can be set
* Fixing use of Interlocked in buffer pools
* using ManualResetEventSlim
* making Log.Exception always be logged
* SimpleWebTransport v0.6.0
* Trying to fix error when connection is closed
* Increase arraybuffer speed
* Removing shared buffers from server handshake
* Improving debug logging
* fixing code smells
* SimpleWebTransport v0.6.1
* making sure pending connection work when stop serve is called
* removing exception that isnt directly thrown by this method
this breaks docfx for some reason
2020-10-16 16:46:45 +01:00
James Frowen
f3f0403005
Removing websockets from mirror repo ( #2268 )
...
* Adding new websocket transport soon that doesn't depend on library
* Code for old transport can now be found here https://github.com/MirrorNetworking/NinjaWebSocketsTransport
* We shouldn't need to replace with empty files from store as having this in project should not break things
2020-10-16 16:46:04 +01:00
James Frowen
a2b64a4d1d
Update cloud readme
...
making examples a link
2020-10-15 17:57:48 +01:00
vis2k
31758e668f
perf: NetworkIdentity DirtyComponentsMask code removed entirely. OnSerialize now includes the component index as byte before serializing each component. Faster because we avoid GetDirtyComponentsMask() and GetSyncModeObserversMask() calculations. Increases allowed NetworkBehaviour components from 64 to 255. Code is significantly more simple. ( #2331 )
...
* perf: NetworkIdentity DirtyComponentsMask code removed entirely. OnSerialize now includes the component index as byte before serializing each component. Faster because we avoid GetDirtyComponentsMask() and GetSyncModeObserversMask() calculations. Increases allowed NetworkBehaviour components from 64 to 255. Bandwidth is now smaller if <8 components, and larger if >8 components. Code is significantly more simple.
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-10-13 16:21:06 +02:00
Paul Pacheco
3c82ff0cb2
breaking: Users must initialize synclists ( #391 ) ( #2330 )
...
* Users must initialize syncobjects (#391 )
Previously we initialized syncobjects, so this is valid:
```cs
public class Pepe : NetworkBehavior {
public SyncList<int> mylist;
}
```
With this change, users must initialize their own fields:
```cs
public class Pepe : NetworkBehavior {
public SyncList<int> mylist = new SyncList<int>();
}
```
BREAKING CHANGE: You must initialize all your SyncLists
* Add null check
* This is no longer a weaver error
* Update Assets/Mirror/Runtime/NetworkBehaviour.cs
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
* Remove unnecesary using
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-10-12 09:37:26 +02:00
James Frowen
1da023dfd3
Update NetworkIdentity.cs
...
checking cache instead of property
2020-10-11 22:45:48 +01:00
James Frowen
9bf8817245
fix: fixing Initializer for generic synclists ( #2328 )
...
Weaver should initialize `public SyncList<int> myList;` in the same way it does for `SyncListInt`
2020-10-10 18:04:35 -05:00
James Frowen
ad48d511a1
Update NetworkConnection.cs
...
reverting comment
2020-10-10 15:34:46 +01:00
James Frowen
1c476f71b5
Update NetworkConnection.cs
2020-10-10 13:04:07 +01:00
vis2k
eb23bb76e0
Benchmark: custom NetworkManager with adjustable spawn amount for easier testing
2020-10-10 12:42:06 +02:00
vis2k
7529f5aedc
Benchmark: namespace changed from OneK to Benchmark
2020-10-10 12:39:50 +02:00
vis2k
575f1f6071
Benchmark: SpawnPosition renamed and centered at 0,0,0
2020-10-10 12:39:06 +02:00
uwee
6e44e6e526
fix: NRE in tanks example when running in headless server only ( #2326 )
2020-10-09 13:23:47 +01:00
vis2k
d9f58d3439
Benchmark monsters doubled to 4k, everyone broadcasting to everyone
2020-10-08 15:19:44 +02:00
James Frowen
5ad3fb5807
feat: NetworkTranform Teleport ( #2320 )
...
* Server Teleport Enchancement for NetworkTransform
Related to this issue: https://github.com/vis2k/Mirror/issues/2200
* Improvements on NetworkTransformBase
We disable clientAuthority until teleportation is finished and acknowledged. We set the goal and start data points to null before teleportation.
We set the clientAuthority back to it's initial value registered on server, both on the server and client side; it seems like we don't need to change it to anything on Client side because to my understanding clientAuthortiy is not affecting anything on client side. I may be wrong but still it is a great practice to set it back to it's initial value just in case...
* Added teleportation with rotation
I forgot to add a rotation functionality on my previous commit. It wouldn't be a teleportation without also changing the rotation. If provided a rotation input it will teleport with a rotation, if not it will simply protect the original rotation before the teleportation.
* Removed my debug statement
I forgot to remove the debug log statement lol silly me
* fixing up code
* resetting goal and last pos on server and client
* renaming variables
* making sure TeleportFinished can't request authority at any time
* moving teleport block
* removing duplicate lines
Co-authored-by: Emre Bugday <47198270+EmreB99@users.noreply.github.com>
2020-10-06 18:47:16 +01:00
James Frowen
1b5cbb51d7
fix: fixing PR number in Obsolete message
2020-10-06 18:08:35 +01:00
Paul Pacheco
31b07ae02f
breaking: no need to override Serialize/Deserialize in messages ( #2317 )
...
* breaking: no need to override Serialize/Deserialize in messages
Messages no longer serilize themselves. This has been decoupled. Serializing a message is now done
via readers and writers, which can be either generated or user provided.
This lifts some restrictions,
* you no longer need to have a default constructor in messages
* Messages types can be recursive
* struct Messages don't need to provide an empty Serialize and Deserialize method
Before:
```cs
public struct ReadyMessage : IMessageBase
{
public void Deserialize(NetworkReader reader) { }
public void Serialize(NetworkWriter writer) { }
}
```
After:
```cs
public struct ReadyMessage : IMessageBase
{
}
```
BREAKING CHANGE: Messages must be public
BREAKING CHANGE: Use custom reader and writer instead of Serialize/Deserialize methods
* Remove unused method
* remove unused methods
* remove unused methods
* make all messages struct
* Fix test code generator
* Get rid of MessageBase
* Rename IMessageBase -> NetworkMessage
* add MessageBase as obsolete
* Use a default request
* Empty file to make asset store happy
* Apply suggestions from code review
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-10-06 09:31:02 +02:00
James Frowen
6813360f93
feat: NetworkAnimator now syncs animator.speed ( #2312 )
...
* feat: NetworkAnimator now syncs animator.speed
* Update NetworkAnimator.cs
- adding previous speed field
- avoiding floating number equals
* Update NetworkAnimator.cs
- adding previousSpeed field
2020-10-03 20:51:08 +02:00
Emre Bugday
032012f9e1
Fixed OnStopClient not being called on Client Side ( #2308 )
...
* Fixed OnStopClient not being called on Client Side
* Moved identity.OnStopClient() two scopes above
Co-authored-by: Emre Bugday <47198270+EmreB99@users.noreply.github.com>
2020-10-03 02:57:37 +01:00
James Frowen
42f5a117ec
Update Extensions.cs ( #2310 )
...
- only catching AssemblyResolutionException
- using null propagation instead of null ref
2020-10-03 01:45:53 +01:00
James Frowen
181bab6bd0
fixing test names ( #2309 )
...
* fixing test names
* renaming test files
2020-10-03 01:45:40 +01:00
vis2k
e730e4baca
fix tests after previous SyncLists commit
2020-10-02 10:03:07 +02:00
Paul Pacheco
fb49d19793
breaking: Use SyncLists directly (delete overrides) ( #2307 )
...
* feat: Use SyncLists directly
Previously, you had to write an intermediary class to use synclists, syncsets and syncdictionaries.
The weaver would populate that intermediary class with a serialization and deserialization method
This PR gets rid of 90% of the weaver code for synclists.
There is no need to generate these methods anymore.
Instead the lists use `writer.Write<T>` and `read.read<T>` to serialize their Data.
Since there is no code generate in synclists, you can now use the synclists directly instead
of subclassing them.
BEFORE:
```cs
public class MyComponent : NetworkBehaviour {
// nonsense class to make the weaver happy
class SyncListData : Synclist<Data> {}
SyncListData mySyncList;
}
```
AFTER:
```cs
public class MyComponent : NetworkBehaviour {
Synclist<Data> mySyncList;
}
```
* linting
* feat: Use SyncLists directly (no overrides)
Previously, you had to write an intermediary class to use synclists and syncdictionaries.
The weaver would populate that intermediary class with a serialization and deserialization method
This PR gets rid of 90% of the weaver code for synclists.
There is no need to generate these methods anymore.
Instead the lists use `writer.Write<T>` and `read.read<T>` to serialize their Data.
Since there is no code generate in synclists, you can now use the synclists directly instead
of subclassing them.
Same as #2305 ,but it removes the deprecated Serialize and Deserialize methods from syncobjects,
This way you get a nice compiler error for the code that no longer works, instead of a warning you might accidentally ignore.
BEFORE:
```cs
public class MyComponent : NetworkBehaviour {
// nonsense class to make the weaver happy
class SyncListData : Synclist<Data> {}
SyncListData mySyncList;
}
```
AFTER:
```cs
public class MyComponent : NetworkBehaviour {
Synclist<Data> mySyncList;
}
```
BREAKING CHANGE: Serialize and Deserialize methods in synclists don't do anything anymore
* Remove old comment
* Fix compilatio error
2020-10-02 09:12:25 +02:00
Paul Pacheco
85252c3d84
feat: new generic Read and Write methods for all types ( #2301 )
...
Currently in mirror, there is no way for Mirror itself to invoke
readers and writers for types it does not know about.
This causes us to have to generate code for lists, dictionaries and messages.
This PR makes it so that if there is a reader and writer anywhere in the
code for type X, then the writer can be invoked like this:
```cs
X x = ...;
writer.Write<X>(x);
```
and the reader can be invoked like this:
```cs
X x = reader.Read<X>();
```
2020-10-01 17:13:30 -05:00
vis2k
efb9b21aa4
Revert xml
2020-09-30 12:11:08 +02:00
vis2k
ae95b0625d
revert
2020-09-30 11:09:12 +02:00
vis2k
7fa8345b85
wtf
2020-09-30 11:02:27 +02:00
Paul Pacheco
16864f9ff0
It is fine to serialize empty struct
2020-09-29 21:26:53 -05:00
Paul Pacheco
0267dbe1f2
feat: support Jagged arrays
...
simplify the code for checking for multidimentional arrays
and lift the restriction on jagged arrays
2020-09-29 21:21:16 -05:00
Paul Pacheco
5e2d87685b
Generated class does not need constructor
2020-09-29 15:22:21 -05:00
Paul Pacheco
c720055bce
remove empty blocks
2020-09-29 12:26:24 -05:00
Paul Pacheco
7ca08924b5
Remove unused meta
2020-09-29 12:16:21 -05:00
Paul Pacheco
0132697513
Simplify obj initialization
2020-09-29 12:15:26 -05:00
Paul Pacheco
88ece20e68
Simplify IsDerivedFrom
2020-09-29 12:01:49 -05:00
Paul Pacheco
9889ed4f9c
Remove unnecesary lists from WeaverLists
2020-09-29 11:22:46 -05:00
Paul Pacheco
8dbf46720e
fix: generic arguments resolution ( #2300 )
...
* fix: generic arguments lookup
The weaver was not able to figure out the synclist type in code like this:
```cs
public class SomeList<G, T> : SyncList<T> { }
public class SomeListInt : SomeList<string, int> { }
```
This code fixes that problem, and greatly reduces the complexity
of argument lookup.
* linting
2020-09-29 09:39:17 -05:00
vis2k
720a06ea70
MessagePacker.Pack<T> to byte[] moved out of MessagePacker and into MessagePackerTest to simplify code. It's only used in tests anyway.
2020-09-29 11:54:07 +02:00
vis2k
c947bc03e6
MessagePacker.GetId<T> reuses GetId(Type)
2020-09-29 10:55:02 +02:00
Cooper Saye
aba69ca4d0
fix: typos ( #2297 )
2020-09-29 09:16:30 +02:00
Paul Pacheco
bdb6ca07d2
linting
2020-09-28 23:11:50 -05:00
Paul Pacheco
3103266b44
space linting
2020-09-28 22:49:36 -05:00
Paul Pacheco
3e2c3f8ccc
Refactor reading array segment ( #2296 )
...
* Refactor reading array segment
Just deserialize the array and transform to array segment
* Fix comment
* Fix invalid IL
2020-09-28 22:43:44 -05:00
Paul Pacheco
59bc83f997
Fix more comments
2020-09-28 22:42:34 -05:00
Paul Pacheco
fe1064ce0b
Remove redundant InitLocals
2020-09-28 22:37:25 -05:00
Paul Pacheco
53452cc003
Fix comments
2020-09-28 22:37:25 -05:00
Paul Pacheco
5c4d8a27cc
Refactor writer for loops ( #2294 )
...
* Refactor writer for loops
* Remove unused variable
2020-09-28 22:37:25 -05:00
Paul Pacheco
fe2adc8d59
Deduplicate null check ( #2295 )
2020-09-28 22:37:25 -05:00
Paul Pacheco
0aea48cf06
Linting
2020-09-28 22:14:54 -05:00
Paul Pacheco
b9550cf6d3
Linting
2020-09-28 22:14:09 -05:00
Paul Pacheco
4ec84df494
Reuse checking for null ( #2293 )
2020-09-28 21:32:43 -05:00
Paul Pacheco
66be588512
reuse ReadLength ( #2292 )
2020-09-28 21:32:16 -05:00
Paul Pacheco
7c2a6595eb
refactor reader for loops ( #2291 )
...
* Fix comments
* refactor for loops
* Cleanup a bit
2020-09-28 21:29:52 -05:00
Paul Pacheco
69161144a0
Fix comments
2020-09-28 21:02:53 -05:00
Paul Pacheco
4a710b2eea
Add some comments
2020-09-28 20:44:18 -05:00
Paul Pacheco
86df5954ac
Add some comments
2020-09-28 20:32:38 -05:00
Paul Pacheco
3ccb7d9da4
feat: Support recursive data types ( #2288 )
...
Remove all the recursionCount nonsense.
This was added to prevent infinite recursion with types that reference themselves.
No need to check anymore, the weaver can generate readers and writers for types that reference themselves such as:
```cs
class Tree {
Tree child1;
Tree child2;
}
```
This works by the weaver doing it the way the compiler does: Create a function first, memoize it, then write the body. If the body needs the function, it will get itself and issue a call to itself.
2020-09-28 20:18:56 -05:00
Paul Pacheco
513a0f9945
feat: support null when serializing classes ( #2290 )
2020-09-28 19:55:29 -05:00
Paul Pacheco
fe641adae8
Refactor writer function generation ( #2289 )
2020-09-28 17:07:16 -05:00
Paul Pacheco
6fc5a4effc
remove TODO comment
2020-09-28 16:43:48 -05:00
Paul Pacheco
7aa47f14be
Simplify reader registration
2020-09-28 15:52:36 -05:00
Paul Pacheco
2dc280d292
Refactor reader function generation
2020-09-28 15:50:40 -05:00
Paul Pacheco
fe061ac792
Simplify generated writer name
2020-09-28 15:32:06 -05:00
Paul Pacheco
5e78e27c8f
Simplify generated reader name
2020-09-28 15:09:19 -05:00
Paul Pacheco
664d5f7f99
Generate reader and writer functions for enums ( #2283 )
...
Currently, whenever we want to serialize an enum,
we simply serialize the underlying type (byte, short, int)
This works fine, but in order to get the reader and writer
at runtime I need a function for each type.
With this PR, we generate a reader and writer function for enums too,
the function body simply calls the underlying reader and writer.
2020-09-28 14:51:13 -05:00
James Frowen
fa059b59bf
Squashed ( #2187 )
...
* throwing Exception instead of returning null
* re-adding null check until later PR
* removing error from test
* removing extra error
* adding comment
* replacing error with throw for abstact
2020-09-28 21:29:10 +02:00
James Frowen
796aa3baf8
moving WeaverLists functions to WeaverLists ( #2285 )
...
The plan is to remove WeaverLists at some point so moving the functions
out of weaver to here for now and then move them closer to where they
are actaully used when we start to remove WeaverLists.
2020-09-28 21:21:30 +02:00
Paul Pacheco
694de7255b
Cannot use generics as declared reader and writers
2020-09-28 09:17:33 -05:00
Paul Pacheco
f9ecc64468
Simplify type check
2020-09-28 09:13:25 -05:00
Paul Pacheco
b0d1d9aac0
Rename method for clarity
2020-09-28 08:52:15 -05:00
Paul Pacheco
59566588b1
Simplify type check
2020-09-28 07:39:03 -05:00
Paul Pacheco
54f96309da
Simplify type check
2020-09-28 07:38:24 -05:00
vis2k
9077cc7fd7
Add comments
2020-09-27 18:51:23 +02:00
James Frowen
8b3e509c3b
Update Transport.cs
2020-09-23 16:52:11 +01:00
James Frowen
bdd81e33ba
fix: fixing new import
...
see https://github.com/vis2k/Mirror/pull/2259
2020-09-23 16:30:32 +01:00
Paul Pacheco
a0aecf11fb
Linting
2020-09-22 13:07:03 -05:00
Paul Pacheco
25b2fa9af8
KISS
2020-09-22 13:03:33 -05:00
Paul Pacheco
c868561822
Remove passthrough method
2020-09-22 12:49:38 -05:00
Paul Pacheco
3fec9ec880
Remove static weaver state
2020-09-22 12:33:48 -05:00
Paul Pacheco
116336fbf1
Remmove passthrough method
2020-09-22 12:33:18 -05:00
Paul Pacheco
3d331b4c61
Simplify set initialization
2020-09-22 12:21:58 -05:00
Paul Pacheco
34fa002099
Remove comment that does not apply
2020-09-22 12:20:37 -05:00
Paul Pacheco
a126bfd4dd
Simplify method signature
2020-09-22 11:56:54 -05:00
Paul Pacheco
fdc21582db
simplify module weaving
2020-09-22 11:45:31 -05:00
Paul Pacheco
e79ffeaa8e
Use string interpolation
2020-09-22 11:40:13 -05:00
Paul Pacheco
b113fd4ecf
KISS
2020-09-22 11:23:24 -05:00
Paul Pacheco
6c7e578d5a
Remove redundant validations
2020-09-22 11:22:36 -05:00
Paul Pacheco
3e8870f791
we only weave one assembly at a time, no need for array
2020-09-22 10:11:07 -05:00
Paul Pacheco
eaf6ac66f0
output directory is always null, no need to pass it around
2020-09-22 10:06:13 -05:00
Paul Pacheco
eadb029393
Rename methods for clarity
2020-09-22 09:53:23 -05:00
Paul Pacheco
9d7c9069d7
Simplify namespace
2020-09-22 08:17:06 -05:00
Paul Pacheco
0fbcefe8df
Follow naming convention
2020-09-22 08:16:04 -05:00
Paul Pacheco
85d26ebce6
type safe type comparison
2020-09-21 23:00:30 -05:00
Paul Pacheco
541b516d60
Remove unused parameter
2020-09-21 17:09:13 -05:00
Paul Pacheco
030dc86ea9
Namespace simplifications
2020-09-21 17:08:46 -05:00
Paul Pacheco
12debf1c8c
Simplify namespace
2020-09-21 17:05:20 -05:00
Paul Pacheco
f77186e1d1
Simplify namespace
2020-09-21 17:00:57 -05:00
Paul Pacheco
d123e03915
Simplify namespace
2020-09-21 17:00:10 -05:00
Paul Pacheco
8fcbba50c4
Remove unused parameter
2020-09-21 16:59:05 -05:00
Paul Pacheco
7347e5700d
Remove unused parameter
2020-09-21 16:58:33 -05:00
Paul Pacheco
76ce3796eb
Simplify attribute namespace
2020-09-21 16:58:08 -05:00
Paul Pacheco
ca418457e8
Simplify guard check
2020-09-21 16:57:22 -05:00
Paul Pacheco
65f6e42b53
Simplify namespaces
2020-09-21 16:53:01 -05:00
James Frowen
94419ba003
Update ApiConnector.cs
...
adding null check for when listserver fails to be created
2020-09-20 00:44:13 +01:00
James Frowen
44401ab3bf
Update NetworkHeadlessLogger.cs
2020-09-19 11:30:41 +01:00
vis2k
d559bcfea7
Icon updated to half M
2020-09-19 10:01:10 +02:00
Paul Pacheco
07d290fd8c
Enhance code readability by using extension method ( #2260 )
...
# Before
This is hard to read:
```
if (ca.AttributeType.FullName == typeof(Mirror.CommandAttribute).FullName) {
...
}
```
# After
```
if (ca.AttributeType.Is<Mirror.CommandAttribute>()) {
...
}
```
2020-09-18 14:54:51 -05:00
James Frowen
7919942110
Splitting up test function
...
* Update NetworkServerTest.cs
splitting up test
* Update NetworkServer.cs
using string interpolation
2020-09-18 20:47:54 +01:00
Paul Pacheco
e50ea6318f
perf(weaver): No need to manually load mirror and unity assemblies ( #2261 )
2020-09-18 14:32:14 -05:00
James Frowen
a573bccc79
Update ApiUpdater.cs
2020-09-18 20:14:10 +01:00
Paul Pacheco
0b5989f87d
Move overloads together
2020-09-18 13:06:34 -05:00
Paul Pacheco
6cfdd6469a
Simplify type lookup in weaver ( #2258 )
...
# Before
WeaverTypes declared a static variable like this:
```cs
public static TypeReference int32Type;
```
Weavertypes then loaded the variable in SetupTargetTypes like this:
```cs
int32Type = ImportSystemModuleType(currentAssembly, systemModule, "System.Int32");
```
Note we lookup the type with a string, any typo there won't be detected until the code is executed. It will also not be found by the IDE when you click "find references", or when you refactor.
Then we use it like this:
```cs
var intType = WeaverTypes.int32Type;
```
This is a DRY violation: I have to modify 3 different code sections just to say that I want the int32 type.
# After
Get rid of all the duplication, and use the type instead of a string:
```cs
var intType = WeaverTypes.Import<int>();
```
No need for static variable, or to add it in SetupTargetTypes.
2020-09-18 13:05:16 -05:00
James Frowen
8dac53ce3c
making InvokeUserCode use correct type in argument ( #2259 )
2020-09-17 22:41:37 +01:00
James Frowen
c69d8cca0b
flip equals to return early ( #2245 )
...
* flip equals to return early
* flip equals to return early
* removing un-needed comment
2020-09-16 12:05:43 +01:00
James Frowen
23bd9559d3
pref: increasing performance when Send is called on no observers ( #2244 )
...
* pref increasing performance when sending to no observers
* pref increasing performance when sending to no observers
2020-09-16 10:32:16 +02:00
James Frowen
5eb5ff6601
fix: fixing NullReferenceException when loading scene ( #2240 )
...
* fixing null ref error when local player is destroyed
* removing null objects
* fixing InvalidOperationException
* moving code to its own function
* Update Assets/Mirror/Runtime/ClientScene.cs
2020-09-16 10:30:10 +02:00
James Frowen
7580e9a6f5
Update ClientScene.cs ( #2250 )
...
* Update ClientScene.cs
Improving logging
- making sure sceneId is always hex
- only logging "Client spawn for ..." if it was successful
* Update ClientSceneTests_OnSpawn.cs
2020-09-14 22:35:41 +01:00
James Frowen
833c329ab2
Update ApiUpdater.cs
...
- Adding handlers in Awake instead of Start to make sure they are added before start on headless
- using GetComponent for NetworkManagerListServer
- Adding asserts to make sure values are set
2020-09-14 21:58:33 +01:00
James Frowen
b4fea1bfa3
Update NetworkServer.cs ( #2247 )
2020-09-13 19:07:59 +01:00
James Frowen
aec9b8a2ec
Update NetworkIdentity.cs
...
fixing block not being in remarks
2020-09-13 15:44:25 +01:00
James Frowen
d5c2387d1d
Update SyncObject.cs
2020-09-13 14:33:32 +01:00
James Frowen
ae9d2e35a9
docs: adding debug notes on list server ( #2246 )
2020-09-13 02:47:57 +01:00
James Frowen
844904dae5
adding doc comment ( #2243 )
2020-09-13 01:54:23 +01:00
James Frowen
94da8aec34
fix: Fixing IndexChanged hook not being called for NetworkRoomPlayer ( #2242 )
...
* adding Server to make sure index is only changed on the server
* removing calls to RecalculateRoomPlayerIndices on client
2020-09-13 01:52:32 +01:00
James Frowen
0c78fa0d7a
making sure CallOnClientExitRoom is called when object is disabled/destroyed ( #2241 )
2020-09-12 23:36:46 +01:00
Paul Pacheco
992129e5b6
Simplify string interpolation
2020-09-12 09:04:52 -05:00
James Frowen
5edba81dee
fix: ClientScene.localplayer is now set to null when it is destroyed ( #2227 )
...
* moving FakeNetworkConnection to common test folder
* adding test for local player destroy
* adding method to clear local player
* temp move test functions
* adding test for destroying non player
* moving asset to setup
* adding tests for destroy message and host mode
* adding ClearLocalPlayer to reset
2020-09-08 09:45:24 +02:00
James Frowen
2033f7d009
breaking: Removing manual invoke for Cmd and RPC ( #2223 )
...
* Removing manual invoke for Cmd and RPC
There should be no reason to manaully invoke remote code
they are marked with EditorBrowsableState.Never which implies they should not be called by the user
* removing tests
2020-09-06 16:14:05 +02:00
vis2k
a30e8fcd85
adding empty SyncEventProcessor file for deleted file
2020-09-06 16:07:52 +02:00
James Frowen
a232c539a7
adding empty program file for deleted file
2020-09-06 16:05:50 +02:00
James Frowen
bfa482fde7
Adding Network Lerp Rigidbody docs and change log ( #2226 )
...
* adding NetworkLerpRigidbody to change log
* adding docs for Network Lerp Rigidbody
2020-09-05 13:09:06 +01:00
James Frowen
f326999d50
removing methods that only set enum ( #2221 )
2020-09-04 22:41:38 +01:00
James Frowen
622b52124b
Refactoring handle remote call ( #2222 )
...
* using string interpolation for logs
* return early instead of if/else
2020-09-04 22:40:56 +01:00
James Frowen
eac69ab5f6
docs: sync event obsolete ( #2216 )
...
* adding note to guides about removed SyncEvent
* updating Obsolete
making Obsolete error whe used
updating text to say it has been removed
linking to issue
* adding Obsolete note to other references to SyncEvent
2020-09-04 16:29:46 +01:00
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
James Frowen
24e3ea099c
adding version define from v18 breaking change ( #2214 )
2020-09-03 15:46:15 +01:00
James Frowen
e79e340e0d
fixing typo in NetworkIdentity.cs
2020-09-03 11:51:05 +01:00
vis2k
cd3d9c2144
Delete old file
2020-09-03 09:05:47 +02:00
vis2k
fc1096d66c
breaking: Removed [SyncEvent] because ClientRpc/TargetRpc does the same thing, and it's an enormous effort to support the Weaver code. ( #2178 )
2020-09-03 09:04:29 +02:00
James Frowen
ad8af783dc
Replacing prefabAssetPath with assetPath for PrefabStage to stop warning ( #2210 )
2020-09-03 08:48:06 +02:00
James Frowen
1ade82d435
feat: making NetworkBehaviour.IsDirty public ( #2208 )
2020-08-31 12:26:50 +01:00
James Frowen
5701369e84
feat: adding script to help debug list server ( #2202 )
...
Script uses OnGui so can be used to check if server has been added to list server
2020-08-27 23:15:43 +01:00
James Frowen
fc530782cc
fix: fixing width and layout group on cloud example ( #2201 )
2020-08-27 23:10:11 +01:00
vis2k
f6dbf8c19e
Fix broken Weaver test
2020-08-27 00:18:01 +02:00
vis2k
594aec45bf
Weaver RpcProcessor validation moved to NetworkBeahviourProcessor.ProcessClientRpc
2020-08-26 13:15:23 +02:00
vis2k
25ef6ac36a
Weaver TargetRpcProcessor validation moved to NetworkBehaviourProcessor.ProcessTargetRpc
2020-08-26 13:13:56 +02:00
vis2k
820d0daa29
Weaver CommandProcessor validation moved to NetworkBehaviourProcessor.ProcessCommand
2020-08-26 13:12:56 +02:00
vis2k
5e7257d7bc
Weaver ValidateRemoteCallAndParameters IsStatic check added so we don't need to check in Command/Rpc/TargetRpcProcessors
2020-08-26 13:11:56 +02:00
vis2k
2e178b7eaf
Weaver NetworkBehaviourProcessor: ValidateRemoteCallAndParameters function added to be used from Command/Rpc/TargetRpcProcessors
2020-08-26 13:08:46 +02:00
vis2k
fbad5d2401
Add comment
2020-08-26 13:04:39 +02:00
vis2k
68ebaf1756
Weaver TargetRpcProcessor: ValidateTargetRpc simplified
2020-08-26 13:03:44 +02:00
vis2k
e6ffe6d6bf
Weaver: Simplify ValidateParameters
2020-08-26 13:02:25 +02:00
vis2k
ce3dd51d81
Weaver NetworkBehaviourProcessor: ProcessMethodsValidateParameters renamed to ValidateParameters
2020-08-26 13:01:43 +02:00
vis2k
ee8ad1d750
Weaver TargetRpcProcessor: ProcessMethodsValidateTargetRpc renamed to ValidateTargetRpc
2020-08-26 13:01:43 +02:00
vis2k
1b49a21d49
Weaver RpcProcessor: ProcessMethodsValidateRpc renamed to ValidateRpc
2020-08-26 13:01:43 +02:00
vis2k
9131586f5c
Weaver NetworkBehaviourProcessor: ProcessMethodsValidateFunction renamed to ValidateFunction
2020-08-26 13:01:43 +02:00
vis2k
3dab0ec7c5
Weaver CommandProcessor: ProcessMethodsValidateCommand renamed to ValidateCommand
2020-08-26 13:01:43 +02:00
James Frowen
a9d21ea9ab
fix: adding error for generated read writer for abstract class ( #2191 )
...
* fix adding error for gernated read writer for abstract class
weaver can not initialize class abstract class so cant not create a reader
this gives a helpful error telling the server to make a custom reader
* adding tests for error message
* fixing typo
* renaming
* fixing expected error messages
2020-08-25 17:14:39 +01:00
James Frowen
c9a9f92c7c
commenting out reader error checks ( #2196 )
...
Reader code doesn't run on Rpc now if a valid writer can not be found
In future PR write and read functions should be generated together as they share most of the same checks
2020-08-25 01:39:03 +01:00
James Frowen
d73de03eca
renaming variables in Readers to match writers ( #2195 )
2020-08-24 14:48:15 +01:00
James Frowen
11a8d41464
fixng ArgumentNullException ( #2193 )
2020-08-24 14:43:51 +01:00
James Frowen
771f1fea13
fixing typo ( #2192 )
...
variable should start with lower case
2020-08-23 19:30:20 +01:00
James Frowen
1045b1f2ed
tests using HasError ( #2188 )
...
* replacing assert with haserror
* adding IsSuccess and HasWarning functions
* using IsSuccess
* checking weaverWarnings empty in success
* using HasWarning
* replacing asserts missed by regex
* fixing typo
* adding HasNoErrors function to be used when tests only have warnings
* fixing typo
* making fields public to stop warnings
* simplifying more test files
2020-08-22 20:20:16 +01:00
James Frowen
bd7c93674e
Error with message overloads ( #2168 )
...
* weaver error with message overloads
* finding method with 1 arg
2020-08-22 21:07:33 +02:00
James Frowen
d5d434cf13
weaver: renaming variables and changing order things happen ( #2172 )
...
* renaming variables
* adding todo
* moving order that things happen
2020-08-22 21:05:01 +02:00
James Frowen
ea0b9e1215
returning lists instead of passing them in as args ( #2183 )
2020-08-22 20:51:47 +02:00
James Frowen
f051c4b911
Simplify weaver tests ( #2186 )
...
* Simplifying weaver test files
* updating error messages
2020-08-22 19:00:11 +01:00
James Frowen
c312874bcb
renaming test folder in order to use WeaverTestsBuildFromTestName ( #2189 )
2020-08-22 18:59:06 +01:00
James Frowen
f1d7f207c3
adding HasError method ( #2185 )
...
Makes it easier to write error message within weaver tests because there is mess syntax to worry about
2020-08-22 16:23:56 +01:00
vis2k
9ec5eadd51
Weaver: PropertySiteProcessor.ProcessSitesModule renamed to Process for consistency
2020-08-22 13:59:17 +02:00
vis2k
ed60e592dc
Syntax
2020-08-22 13:57:52 +02:00
vis2k
16f8f05abe
Weaver: ReaderWriterProcessor.ProcessReadersAndWriters renamed to Process for consistency
2020-08-22 13:56:52 +02:00
vis2k
84602aace6
ServerClientAttributeProcessor: ProcessSiteClass renamed to Process for consistency
2020-08-22 13:55:22 +02:00
vis2k
342ed13f55
Weaver: update ServerClientAttributeProcessor explanation
2020-08-22 13:40:41 +02:00
vis2k
427adf6c8e
Weaver: ProcessNetworkBehaviourType code moved into NetworkBehaviourProcessor.Process
2020-08-22 13:40:41 +02:00
James Frowen
4774f83032
moving FindSyncObjectsFields to its own function ( #2182 )
2020-08-22 12:10:01 +02:00
vis2k
df38c4fb2c
Syntax
2020-08-21 20:00:42 +02:00
vis2k
5cc908a18d
Weaver PropertySiteProcessor: remove redundant AssemblyDefinition parameter. Weaver passes assembly.MainModule anyway.
2020-08-21 18:25:01 +02:00
vis2k
4258220b26
Weaver PropertySiteProcessor: pass CurrentAssembly to Process function to reduce coupling
2020-08-21 18:22:12 +02:00
vis2k
7b9066832b
Syntax
2020-08-21 18:04:32 +02:00
vis2k
fe32557a38
Weaver ProcessSyncVars: remove redundant numSyncVars field, use syncVars.Count instead
2020-08-21 17:33:11 +02:00
vis2k
54c32227bd
[Obsolete] SyncEvent ( #2180 )
2020-08-21 17:03:06 +02:00
James Frowen
eec49fafce
feat: Use Server Client attribute outside of NetworkBehaviour ( #2150 )
...
* adding generated test for other baseclasses
* removing errors when attribute is not in networkbehaviour
* temp weaver tests
* updating weaver tests for monobehaviour
* adding weaver tests for non-networkbehaviour
* moving where serverclient attributes are processed
* removing un-used code
* regenerate tests
2020-08-21 16:02:37 +01:00
James Frowen
c6fa49c72a
fix: adding version define from v17 breaking change
2020-08-21 13:49:54 +01:00
vis2k
35d8e0ed60
Syntax
2020-08-21 12:12:40 +02:00
vis2k
07f5912215
Weaver GenericArgumentResolver: reuse StripGenericParametersFromClassName
2020-08-21 12:07:18 +02:00
vis2k
0e124ff8b2
Weaver Resolvers: remove unused code
2020-08-21 12:02:01 +02:00
vis2k
bfb97e7202
Syntax
2020-08-21 11:54:49 +02:00
vis2k
2ea787f4fc
Weaver Extensions: HasCustomAttribute uses Linq to simplify code
2020-08-21 11:38:36 +02:00
vis2k
467d9e834f
Weaver Extensions: GetMethod uses Linq to simplify code
2020-08-21 11:38:36 +02:00
vis2k
045b50a929
Weaver Extensions: GetMethods uses Linq to simplify code
2020-08-21 11:31:25 +02:00
vis2k
687c9002dd
typo
2020-08-21 11:28:51 +02:00
vis2k
0043288900
typo
2020-08-21 11:28:38 +02:00
vis2k
e8ae2246c0
Weaver Extensions: remove unused functions
2020-08-21 11:27:11 +02:00
vis2k
22486885f1
syntax
2020-08-21 11:21:26 +02:00
vis2k
948b97e30d
Weaver Tests: StripGenericParametersFromClassNameTest
2020-08-21 11:20:31 +02:00
vis2k
ad42aa19de
internal
2020-08-21 11:18:05 +02:00
vis2k
3b6f98be9f
Weaver Extensions: IsDerivedFrom strip generic parameters code moved into separate function
2020-08-21 11:16:05 +02:00
vis2k
461396601f
ignore warnings
2020-08-21 11:07:08 +02:00
James Frowen
c39a2d546e
splitting up GetWriteFunc function ( #2171 )
2020-08-21 10:57:41 +02:00
James Frowen
150b14a2ed
perf: adding check for no connections ( #2130 )
...
* adding check for no connections
Dont need to run Server Update if there are no connections
* adding toggle to disable skip
* formatt
* removing skipUpdateIfNoConnections check, and merging if checks
* removing extra line
* adding tests for NoConnections
2020-08-21 10:51:58 +02:00
James Frowen
7c7edb2586
weaver: Moving stuff around in writer ( #2170 )
...
* removing TypeDef versions of extension methods
* moving function up
* Renaming function
* fixing comment
* changing comment
* Update Writers.cs
Co-authored-by: vis2k <info@noobtuts.com>
2020-08-20 22:35:57 +02:00
James Frowen
99d4f8c9bd
breaking: replacing isHeadless with isServerBuild ( #2093 )
...
* replacing isHeadless with isServerBuild
* renaming startOnHeadless
* fixing isServerBuild bool
* making property a field instead
* replacing isServerBuild for #if UNITY_SERVER
* fixing comment and removing extra lines
* removing system from System.Obsolete
* renaming to autoStartServerBuild
2020-08-20 13:56:46 +02:00
James Frowen
a2124c3522
Renaming tests and namespaces ( #2167 )
...
* renaming test
* renaming test file
* removing test suffix from methods
* changing test namesapce
2020-08-19 02:18:20 +01:00
James Frowen
0c790e339d
adding assert to make sure transport is set ( #2164 )
...
* adding assert to make sure transport is set
this helps people who want to connect without using networkmanager
* moving Transport.activeTransport to setup
* replacing Substitute.For for addComponent
Can't used Substitute for monobehaviours as they will still be null with unity equals
2020-08-18 18:57:31 +02:00
James Frowen
3a276b4e30
fix: weaver test for abstract methods ( #2166 )
...
* weaver test for abstract methods
* doing nothing is method is abstract
* not calling base if it is abstract
* adding tests for message to make sure they work
2020-08-18 18:56:48 +02:00
James Frowen
7294c42798
splitting up ProcessEvents function ( #2174 )
2020-08-18 18:56:21 +02:00
James Frowen
e4d9304478
moving getwriter to above op code ( #2175 )
2020-08-18 18:54:35 +02:00
James Frowen
901898e897
removing old tests ( #2165 )
...
these are covered by CollectionWriterTests.gen.cs
2020-08-17 12:01:33 +01:00
James Frowen
aa49c54dd0
removing program class ( #2161 )
2020-08-16 12:22:12 +02:00
James Frowen
381e5a115b
feat: allowing lists to automatically be sent in Commands, Rpc, and Messages ( #2151 )
...
* weaver tests for list read write
* generated tests for list read write
* adding method to check for list type
* temp
* weaver functions for creating read write for list
* generating tests for lists
2020-08-15 18:00:55 +02:00
James Frowen
5b179e8917
Generated tests for collection read write ( #2158 )
...
* adding generated tests for collection writers
tests for read+write for array and array segment
* changing menu path
* adding tests for collections of classes
* swapping order in class name
2020-08-15 02:57:38 +01:00
James Frowen
2fbd131f61
Test for array segment and writers ( #2157 )
...
* tests for array and segment writers
* fix typo
2020-08-14 23:29:07 +01:00
James Frowen
c1410b0924
fix: adding error when Server/Client is used on abstract methods ( #1978 )
...
* tests for Server attribute on virtual methods
test for virtual, abstract and override methods
* adding test for client attribute
* adding error when attribute is put on abstract method
* improving error message
* updating error mesages in tests
* updating to use WeaverTypes
* adding check before error
2020-08-14 10:52:06 +02:00
James Frowen
71bf792db5
moving where CallOnClientEnterRoom is called ( #1922 )
2020-08-14 10:47:44 +02:00
James Frowen
fc48e0ecf9
Adding alternative to NetworkRigidbody ( #2123 )
...
Uses Lerp to set position and velocity
2020-08-11 10:27:09 +02:00
James Frowen
2046e8813e
removing Internal functions that do nothing ( #2154 )
2020-08-10 08:57:47 +02:00
James Frowen
5089546ecd
fixing IL error when using floats ( #2147 )
...
* fixing IL error when using floats
* removing speical case for primitive types
2020-08-09 21:11:46 +01:00
James Frowen
e4a5ce795b
fix: Nested messages ( #2148 )
...
* test for nested messages
* fixing StackOverflow with nested types
2020-08-09 20:01:14 +02:00
James Frowen
fe3bebcc63
Making EnableDebugMode public ( #2152 )
2020-08-09 17:29:05 +01:00
James Frowen
ee9a600f66
Generated attribute tests ( #2149 )
...
* class to create test functions
* generated test folder
* generated attribute tests
* adding out function and long type
* generated test file
* using OneTimeSetUp to make tests run faster
2020-08-08 15:11:31 +01:00
James Frowen
ec54ee6d8c
fix: fixing unity crash on StackOverflowException ( #2146 )
...
StackOverflowException was causing unity to crash while running weaver
tests, using inner exception seems to fix that issue
2020-08-07 16:30:08 +01:00
James Frowen
ddc6139725
fix: fixing warning message for client attribute ( #2144 )
2020-08-07 13:03:46 +01:00
James Frowen
d46469a79c
fix: isServer false in OnDestroy ( #2101 )
...
* fix isServer false in OnDestroy
* making sure that OnDestroy doesn't call Destroy again
2020-08-06 17:55:35 +02:00
James Frowen
a124f3f439
fix: fixing cloud log not using logger ( #2141 )
2020-08-06 13:26:14 +01:00
Keir Smith
23b9fb0214
feat: Added Layer Weight to NetworkAnimator ( #2134 )
...
* Added Layer Weight to NetworkAnimator
Now NetworkAnimator is aware of each layer weight on it's references
Animator and will sync layer weights across the network.
* NetworkAnimator layers Float equality fix
* Update Assets/Mirror/Components/NetworkAnimator.cs
Co-authored-by: James Frowen <jamesfrowen5@gmail.com>
* Update Assets/Mirror/Components/NetworkAnimator.cs
Co-authored-by: James Frowen <jamesfrowen5@gmail.com>
* Remove GetLayerWeight check every incoming packet as is extern call
Co-authored-by: James Frowen <jamesfrowen5@gmail.com>
2020-08-05 23:54:46 +01:00
James Frowen
87a96d17ca
deleting telepathy tests ( #2136 )
2020-08-05 20:44:38 +02:00
James Frowen
fee9adfa63
Adding asmdef to telepathy ( #2137 )
...
* Adding asmdef to telepathy
mirror has to reference telepathy as it is the default transport
this also means that TelepathyTransport has to be in the mirror asmdef
* references telepathy in tests
* formatting asmdef
2020-08-05 12:40:10 +01:00
James Frowen
2998295e45
adding asmdef to websockets ( #2135 )
2020-08-05 12:09:00 +02:00
James Frowen
17838c5b52
removing 2nd null check ( #2128 )
...
if identity is not null then the game object is also not null
2020-08-05 12:08:20 +02:00
James Frowen
2b6a1bb792
adding test for NetworkServer.Destroy ( #2115 )
2020-08-05 12:07:40 +02:00
vis2k
0f09702062
Weaver types moved into WeaverTypes, and reduce some global state ( #2138 )
2020-08-05 12:07:11 +02:00
James Frowen
f1e5878ca1
Test for OnSpawn ( #2004 )
2020-08-04 11:55:42 +01:00
James Frowen
067c46fd60
fixing doc links ( #2139 )
2020-08-03 22:11:38 +01:00
James Frowen
4adaac8867
moving 2nd if inside 1st ( #2127 )
2020-08-03 20:37:32 +02:00
James Frowen
c63811ddc4
correctly error message so they are not misleading ( #2124 )
2020-08-03 20:36:20 +02:00
James Frowen
03fd6a5526
splitting on spawn into functions ( #2113 )
...
* making ApplySpawnPayload internal for tests
* splitting on spawn into functions
* renaming
2020-08-03 20:35:51 +02:00
James Frowen
7604e65c2c
fix: making triggers be called right away instead on owner ( #2125 )
...
* making triggers be called right away instead on owner
* only handling on server if it is not the host
2020-08-03 20:34:52 +02:00
James Frowen
da629e5f71
Formatting doc comments ( #2131 )
...
* making comments in NetworkServer doc comments
* making comments in NetworkIdentity doc comments
2020-08-03 20:33:42 +02:00
James Frowen
c3765c101d
moving FakeNetworkConnection to its own file ( #2132 )
2020-08-02 23:11:03 +01:00
James Frowen
3f027e0d0a
using memory transport in test ( #2129 )
...
telepathy fails this test sometimes
2020-08-02 23:00:14 +01:00
linjmeyer
3bdfd451cb
SSL/TLS version in Websockets now configurable ( #2121 )
2020-08-01 09:36:17 -05:00
Paul Pacheco
890ee6b58d
fix: auto fill serialize/deserialize for classes ( #2120 )
...
Note this method is being called in 3 places:
one in MessageClassProcessor and 2 in NetworkBehaviorProcessor.
The NetworkBehaviorProcess is really a don't care, this condition cannot happen since it would not be invoked unless the class extends from NetworkBehavior. In this case, it will always resolve.
but even if it does not resolve, they handle the null case gracefully by not calling the base method.
MessageClassProcessor also calls this method, and if it is null it does not call the base method. That is precisely the behavior we want to resolve #2117
so all 3 places are perfectly fine receiving null.
The only way to trigger the error was #2117
I renamed the method to make it clearer that this may not find the method in the parent class.
2020-08-01 08:46:12 -05:00
vis2k
0cb84baf97
Benchmark example missing NetworkManager reference fixed
2020-07-30 19:59:11 +02:00
vis2k
2effa7bc02
Update readme for 2018.4 LTS
2020-07-30 19:36:46 +02:00
vis2k
ce8d540a8f
2k NetworkTransforms renamed to Benchmark
2020-07-30 19:24:05 +02:00
vis2k
7de5400ad5
10k Benchmark removed because it's 2D, outdated and insignificant
2020-07-30 19:23:25 +02:00
vis2k
6f645c870c
Benchmark monster mesh changed to cube to reduce polygons
2020-07-30 19:21:50 +02:00
vis2k
0a554f5f6c
Remove warning
2020-07-30 19:12:15 +02:00
Anastasios Andronidis
92bc3c3150
Improve Telepathy debug messages ( #2106 )
2020-07-28 18:45:00 +01:00
James Frowen
70b7211cba
docs: updating cloud readme ( #2111 )
2020-07-28 00:41:45 +01:00
James Frowen
e136f48101
feat: Adding Custom Data and Custom Address fields to list server ( #2110 )
...
* whitespace
* adding doc comment
2020-07-27 17:31:56 +01:00
James Frowen
f913c64610
adding customData and customAddress ( #2108 )
2020-07-27 01:22:12 +01:00
francescoStrada
049ec99aa7
changing serverBroadcastListenPort variable access permissions to protected ( #2103 )
2020-07-23 11:12:36 +02:00
uwee
df16a7d3cc
fix: dont allow set of networkSceneName directly ( #2100 )
2020-07-19 16:58:35 +02:00
James Frowen
9497886ad4
fixing angularVelocity sync ( #2098 )
2020-07-16 01:29:24 +01:00
James Frowen
8e545ac468
fix: fixing cloud scripts not pinging api ( #2097 )
...
* adding logs to api updater
* fixing cloud api
2020-07-15 16:07:39 +01:00
uwee
e4cc85c413
fix: Misc code smells ( #2094 )
...
* fix: code smell - condensed if statement
* fix: code smell - dont throw generic Exception
2020-07-14 18:44:52 +02:00
uwee
12827f65a9
fix: add NetworkManager.StartClientUri test ( #2095 )
2020-07-14 18:44:28 +02:00
James Frowen
984eb73ea4
fix: register prefab error with same guid ( #2092 )
...
* tests for when newassetId is same as current
* stopping error if ids are the same
* invert if and adding comment
2020-07-13 19:40:11 +01:00
Paul Pacheco
a219ff2059
encapsulate method substitute naming ( #2091 )
...
* encapsulate method substitute naming
* This const is not used anywhere else, make it private
Co-authored-by: Paul Pacheco <paul.pacheco@aa.com>
2020-07-13 13:25:54 +01:00
James Frowen
18d695744f
fix: renaming call/invoke prefix for SyncEvent ( #2089 )
...
* renaming sync event
same reason as #2088
* removing un-used const
2020-07-13 06:29:24 -05:00
James Frowen
64f663fb5e
adding prefix to call command and rpc ( #2088 )
...
now that Cmd is not required "Call..." might collide with user functions
2020-07-13 05:49:27 -05:00
James Frowen
f1698e658c
removing code that isnt needed ( #2090 )
...
we use the original method name so we do not need to remove the prefix
2020-07-13 04:44:51 -05:00
James Frowen
ef47ee7a57
feat: Rigidbody example ( #2076 )
...
* adding example for NetworkRigidbody
* adding hud
* adding empty player so that scene objects spawn
* turning off debug logs
2020-07-13 01:04:51 +01:00
Paul Pacheco
ed40c2d210
feat: Sync Events no longer need Event prefix ( #2087 )
...
Instead of doing
```cs
[SyncEvent]
public event MySyncEventDelegate EventOnly;
```
You can now do
```cs
[SyncEvent]
public event MySyncEventDelegate Only;
```
We actually tried to remove them a while ago. The way the weaver worked
back then caused an infinite recursion.
Since the Command rewrite that allows virtuals, this is no longer
a problem. So we can drop this requirement.
Co-authored-by: Paul Pacheco <paul.pacheco@aa.com>
2020-07-12 17:27:44 -05:00
Paul Pacheco
eb93c34b33
feat: ClientRpc no longer need Rpc prefix ( #2086 )
...
Instead of doing
```cs
[ClientRpc]
public void RpcPepe() {}
```
You can now do
```cs
[ClientRpc]
public void Pepe() {}
```
We actually tried to remove them a while ago. The way the weaver worked
back then caused an infinite recursion.
Since the Command rewrite that allows virtuals, this is no longer
a problem. So we can drop this requirement.
Co-authored-by: Paul Pacheco <paul.pacheco@aa.com>
2020-07-12 16:50:01 -05:00
Paul Pacheco
d89ac9fb05
feat: TargetRpc no longer need Target prefix ( #2085 )
...
Instead of doing
```cs
[TargetRpc]
public void TargetPepe() {}
```
You can now do
```cs
[TargetRpc]
public void Pepe() {}
```
We actually tried to remove them a while ago. The way the weaver worked
back then caused an infinite recursion.
Since the Command rewrite that allows virtuals, this is no longer
a problem. So we can drop this requirement.
Co-authored-by: Paul Pacheco <paul.pacheco@aa.com>
2020-07-12 16:49:45 -05:00
Paul Pacheco
b6d1d09f84
feat: Commands no longer need Cmd prefix ( #2084 )
...
Instead of doing
```cs
[Command]
public void CmdPepe() {}
```
You can now do
```cs
[Command]
public void Pepe() {}
```
We actually tried to remove them a while ago. The way the weaver worked
back then caused an infinite recursion.
Since the Command rewrite that allows virtuals, this is no longer
a problem. So we can drop this requirement.
Co-authored-by: Paul Pacheco <paul.pacheco@aa.com>
2020-07-12 16:49:35 -05:00
James Frowen
110e8f162a
increasing max fails to 15, and ping interval to 20 ( #2081 )
...
ping will only stop if can not get success from cloud for 5 mins
2020-07-09 23:30:58 +01:00
James Frowen
f717945525
fix: not removing server if id is empty ( #2078 )
...
* logging error message
* not removing server if ID is empty
2020-07-07 21:20:08 +01:00
Walter Geisler
47740f0a46
Refactor TimeoutAuthenticator to pass through client/server start callbacks ( #2074 )
...
* Update TimeoutAuthenticator.cs
* Moved listener passthrough back to Awake()
* Remove white space above Awake()
* Remove all white space above awake
2020-07-06 16:06:37 +01:00
James Frowen
0506ad5ea1
fixing cloud tank example ( #2069 )
2020-07-06 09:37:30 +01:00
James Frowen
e7ca6eb7ef
tests for struct message with empty function ( #2067 )
2020-07-05 01:04:33 +01:00
James Frowen
3418fa2106
fix: Message base class not being Serialized if processed in the wrong order ( #2023 )
...
* finding all fields
* adding test for message with base
* undoing FindAllPublicFields
* adding tests for Inheritance with define order
* making sure that messages are processed in order
do not need to check if message has already been processed becuase
OnSerialize is only added/changed if it is missing or empty
* removing un-needed comments
* using recursion instead of loops
* remove white space
2020-07-05 01:04:14 +01:00
Paul Pacheco
264f9b8f94
perf: Use invokeRepeating instead of Update ( #2066 )
...
* perf: Use invokeRepeating instead of Update
If you have low frequency calls, InvokeRepeating is a lot faster than
Update(). Use InvokeRepeating for NetworkProximityChecker
* Fix indentation
Co-authored-by: Paul Pacheco <paul.pacheco@aa.com>
2020-07-04 13:41:16 -05:00
James Frowen
999c8b1c32
fixing doc comment
2020-07-03 22:53:30 +01:00
James Frowen
57bc80c9cd
adding clientAuthority to commands ( #2064 )
2020-07-03 16:31:42 +01:00
James Frowen
c278c004f6
updating readme for cloud list server ( #2058 )
2020-07-01 16:20:24 +01:00
James Frowen
b316b35d46
fix: weaver now processes multiple SyncEvent per class ( #2055 )
...
* weaver test for mutlitple events
* tests for multiple sync events in 1 class
* removing break so that multiple events will be proccessed
It seems like this break was here because unet used foreach CustomAttributes
but mirror uses GetCustomAttribute
2020-06-30 09:59:18 +02:00
James Frowen
c91308fb04
fix: sync events can not have the same name if they are in different classes ( #2054 )
...
* test for sync event with same name
* using full name instead of name
* fix test
2020-06-30 09:58:50 +02:00
James Frowen
d0bb9d57b0
sending if syncInterval is greater or equal to 0 ( #2053 )
2020-06-30 09:56:13 +02:00
MaZy
4ffff192a6
fix: If socket is undefined it will return false. See #1486 ( #2017 )
2020-06-28 18:10:17 -05:00
James Frowen
61d44b2d80
fix: Fallback and Multiplex now disable their transports when they are disabled ( #2048 )
...
* test to check if fallbacks disables other transport
* using ondisable to disable other transport
* fixing teardown
* adding test for Multiplex
* using ondisable to disable other transport
* fixing NSubstitute for 2019
2020-06-28 23:49:36 +01:00
James Frowen
ab1b92f74b
fix: addingNetwork rigidbody icon and AddComponentMenu attribute ( #2051 )
...
* adding icon
* adding attributes
* adding docs
* adding disclaimer at top of doc
2020-06-28 23:47:50 +01:00
James Frowen
0c30d3398a
fix: Network rigidbody fixes ( #2050 )
...
* using syncInterval for client auth
* only set sync var if change is greater than Sensitivity
* fixing client auth sync
* using currentVelocity
2020-06-28 23:46:43 +01:00
James Frowen
25285b1574
feat: Experimental NetworkRigidbody ( #1822 )
...
* NetworkRigidBody
2020-06-27 00:38:50 +01:00
Kyle
ba29119aa1
Missed one internal call that the NetworkManager uses ( #2044 )
2020-06-27 00:35:58 +01:00
Eunseop Shim
350ce47db3
Implement IReadOnlyDictionary for SyncDictionaries ( #2032 )
2020-06-26 13:21:54 +02:00
Kyle
d06ee6a21d
Kr/issue 2039 ( #2040 )
...
* Update NetworkClient.cs
* Update NetworkServer.cs
* Missed a call
2020-06-26 13:18:56 +02:00
James Frowen
78bd284b6f
fixing null ref ( #2043 )
2020-06-26 09:47:49 +01:00
James Frowen
e36449cb22
fix: changing namespace to match folder name ( #2037 )
...
* updating namespace
* updating example name spaces
2020-06-25 16:13:47 +01:00
James Frowen
7c9afca7c5
deleting old list server ( #2034 )
...
* deleting old list server
* fixing prefab name
2020-06-25 16:23:09 +02:00
James Frowen
18691dabe0
adding game name to api updater ( #2036 )
2020-06-25 12:14:50 +01:00
James Frowen
7d0e907b73
feat: More examples for Mirror Cloud Service ( #2029 )
...
* fixing pong spawn points
* renaming files and asmdef
* More Cloud examples
* Moving pong example to cloud folder
* Moving shared code to GUI folder
* Adding readme for examples
* Adding tank example
2020-06-25 01:58:47 +01:00
James Frowen
54a69bbc83
Fixing warning messages ( #2030 )
...
* disabling warning for empty method
* removing null propagation
null propagation in untiy can cause MissingReferenceException
2020-06-24 23:13:12 +02:00
James Frowen
b42c74bc40
adding doc comment for SpawnMessag ( #2027 )
2020-06-24 23:12:00 +02:00
James Frowen
f1fdc959dc
feat: adding demo for mirror cloud services ( #2026 )
...
* adding mirror list services
* fixing code smells
* removing runtime example folders
* removing matchmaking code till feature is ready
* fixing scene path
* updating readme to say where example is
2020-06-23 20:39:38 +02:00
James Frowen
065d320208
calling animator.enabled before calls to animator ( #2000 )
...
some functions don't need this check as the check is done before they are called
2020-06-21 12:09:24 +02:00
James Frowen
296f6f9cd8
Only setting last parameters values if they have changed ( #1999 )
...
* only setting last values if they have changed
* adding comment
2020-06-21 12:06:37 +02:00
James Frowen
f18f7a5c3d
making sure that trigger is called on the server ( #1998 )
2020-06-21 12:06:07 +02:00
James Frowen
3bea342257
rethrow error with stack ( #2013 )
...
this will help error be more useful
2020-06-21 11:54:11 +02:00
James Frowen
a05df81127
adding if before starting task ( #2021 )
2020-06-21 11:52:32 +02:00
uwee
36c0b65e8b
fixes broken ui for Tanks example ( #2015 )
2020-06-20 23:39:36 +01:00
James Frowen
4af72c3a63
fix: calling base method when the first base class did not have the virtual method ( #2014 )
...
* adding test for error
* adding test with multiple overrides
* calling methods in base type
* adding test for more than 1 override
2020-06-19 00:23:46 +02:00
Chris Langsenkamp
5032ceb000
fix: Clean up roomSlots on clients in NetworkRoomPlayer
2020-06-18 09:44:50 -04:00
Chris Langsenkamp
37338706f9
Remove redundant .transform
2020-06-17 17:35:32 -04:00
James Frowen
8c1ed40c40
adding check before telling clients ( #2010 )
...
* adding check before telling clients
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: MrGadget <chris@clevertech.net>
2020-06-16 12:21:57 -04:00
James Frowen
76d49c1e99
faster write line ( #2009 )
2020-06-16 16:16:58 +01:00
Chris Langsenkamp
b41fca2d28
Changed to inline token injection
2020-06-16 08:29:59 -04:00
James Frowen
46239783f3
feat: adding log handler that sets console color ( #2001 )
...
* adding log handler that sets console color
* fixing stack trace log
* removing empty cases
* removing string.Format
2020-06-15 14:54:35 +02:00
James Frowen
5f0c7ceb52
moving spawn functions next to each other ( #2002 )
2020-06-14 17:33:32 +01:00
Chris Langsenkamp
fffd462df8
fix: Suppress warning
2020-06-13 13:25:07 -04:00
Chris Langsenkamp
23b545fc8a
suppress erroneous warning
2020-06-13 12:34:14 -04:00
James Frowen
5480a583e1
fix: Websockets Transport now handles being disabled for scene changes ( #1994 )
...
* fix: Websockets Transport now handles being disabled for scene changes
* Removed unused method
* Removed test warnings
* Changed back to await Task.Run
* adding queue to ClientJs
keeping standalone client without queue
dont need common class for now as that over complicates the fix
Co-authored-by: Chris Langsenkamp <chris@clevertech.net>
2020-06-13 12:21:13 -04:00
MrGadget
7e2b7338a1
feat: Experimental Network Transform ( #1990 )
...
* feat: Experimental Network Transform
* Removed lastClientSendTime and lastServerSendTime
2020-06-12 16:48:34 +02:00
MrGadget
b962d71944
breaking: Websocket Transport now requires full path to PFX ( #1989 )
...
* breaking: Websocket Transport now requires full path to PFX
* Added HelpURL
2020-06-12 09:38:45 -04:00
Chris Langsenkamp
1dc0d98374
fix: Replaced Icosphere with centered pivot
2020-06-12 09:19:02 -04:00
Chris Langsenkamp
9a42fe3342
fix: WebSockets: Force KeepAliveInterval to Zero
2020-06-12 08:24:13 -04:00
Chris Langsenkamp
285ec968c0
Fix: WebSockets: Force KeepAliveInterval to Zero
2020-06-11 23:07:21 -04:00
James Frowen
781e8070de
fixing using statments ( #1983 )
2020-06-10 21:56:44 +01:00
Chris Langsenkamp
ae3dc04fb9
fix: Removed unused variable
2020-06-10 12:57:46 -04:00
James Frowen
b92da91d7a
fix: Allowing overrides for virtual commands to call base method ( #1944 )
...
* adding override method that calls base
* trying to debug instruction for call to base
* extra tests
* adding tests for client and target Rpc
* adding fix for calls to base class
Since networkbehaviour parents are processed first we can just fix the
method when we see it in SubstituteMethod
2020-06-10 16:11:29 +02:00
James Frowen
2ce5880646
breaking: moving static code from NetworkBehaviour to its own class ( #1951 )
...
* moving static code from NetworkBehaviour to its own class
* Replacing calls in tests to use new RemoteCallHelper
* updating references to types in weaver
* adding version 15 defines
* renaming function
2020-06-10 16:10:54 +02:00
James Frowen
7e93030849
feat: adding script that displays ping ( #1975 )
...
* adding script that displays ping
* fixing style
* adding mirror icon
* Update Assets/Mirror/Components/NetworkPingDisplay.cs
Co-authored-by: MrGadget <chris@clevertech.net>
* adding DisallowMultipleComponent
* adding docs on NetworkPingDisplay
Co-authored-by: MrGadget <chris@clevertech.net>
2020-06-10 14:31:13 +01:00
James Frowen
3db57e5f61
fix: making weaver include public fields in base classes in auto generated Read/Write ( #1977 )
...
* adding test to check if data is sent
* test for generating writer for inherited class
* adding extension method for FindAllPublicFields
2020-06-10 15:12:36 +02:00
James Frowen
dfa2e7aff6
fixing typo ( #1976 )
2020-06-09 12:26:27 +01:00
James Frowen
e39b91efca
removing extra null check ( #1974 )
...
if transform is not null then gameObject will also be not null
2020-06-09 11:32:50 +02:00
Chris Langsenkamp
986975d65e
Set Tanks example to Round Robin
2020-06-08 10:02:19 -04:00
James Frowen
69e58cc870
checking this instead of this.gameobject ( #1973 )
2020-06-08 08:54:34 +02:00
James Frowen
927c4dede5
fix: Replacing ClearDelegates with RemoveDelegates for test ( #1971 )
...
* making ClearDelegates Obsolete
* returning hash from Registering function
* fixing tests
2020-06-08 08:54:00 +02:00
Chris Langsenkamp
14a851fde1
Removed unused variable
2020-06-07 20:12:31 -04:00
Chris Langsenkamp
745741e000
Refinements to player controllers in examples
2020-06-07 20:12:11 -04:00
Chris Langsenkamp
198b2bd605
Refined playercontroller in MultipleAdditiveScenes example
2020-06-07 14:27:38 -04:00
James Frowen
55736eba5e
breaking: adding option to receive NetworkConnectionToClient in Comand ( #1970 )
...
* moving exists check to its own function
* moving order and adding whitespace
* adding SenderConnection Attribute
* adding weaver tests for SenderConnection Attribute
* tests for sender connection
* updating valid method to work with sender connection
* using RemoteCallType in read write calls
* adding sender connection to CallCmd
* updating CmdDelegate
* adding NetworkConnection to invokeFunction
* updating old tests
* removing SenderConnectionAttribute
* typo
* adding version 14 defines
2020-06-07 11:25:21 +01:00
James Frowen
822b04155d
fix: Better errors when trying to replace existing assetid ( #1827 )
...
* allowing assetId to be set at runtime
* removing ignore from tests
* adding errors and warning for settings assetId
* adding tests for settings assetId
* not allowing assetId to be replaced
* fixing test
* giving error when old assetId was not empty
* moving test to runtime
moving base classes to common
* moving more tests to runtime
* changing tests to give error when assetid is changed
* removing un-needed check
* removing NewAssetId tests
2020-06-06 23:09:46 +02:00
James Frowen
fee522b1cf
making log warning ( #1969 )
2020-06-06 22:56:52 +02:00
vis2k
67c604959c
2k Demo: enable GPU Instancing for Monster & Player materials to reduce batches from 8k to 26 when drawing all 2k monsters
2020-06-06 11:06:11 +02:00
MrGadget
864fdd5fdc
feat: Add excludeOwner option to ClientRpc ( #1954 )
...
* WIP
* WIP
* WIP
* WIP
* feat: Add excludeOwner option to ClientRpc
* removed default value
* Fixed tests
* Update Assets/Mirror/Editor/Weaver/Processors/RpcProcessor.cs
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
* adding weaver test for exlude owner
* adding test for call to exclude owner
* adding comment back
* removing ClientRpcInfo
we don't need ClientRpcInfo as client rpc is only called server side
so we don't need to double check exlucde owner, weaver can handle it
* removing extra register
* fixing test compile errors
* Update Assets/Mirror/Tests/Editor/Weaver/WeaverClientRpcTests~/ClientRpcThatExcludesOwner.cs
* doc: fixed typos in readme
* doc: Updated ChangeLog
* doc: Updated docs for Command ignoreAuthority option
* doc: Updated ChangeLog
* fixing typo in comment (#1963 )
* Removed YouTube link. Link is changing soon. (#1962 )
* Removed YouTube link. Link is changing soon. (#1961 )
* Removed YouTube link. Link is changing soon. (#1960 )
* Removed YouTube link. Link is changing soon. (#1959 )
* Removed YouTube link. Links are changing. (#1958 )
* Removed YouTube link. Links are changing. (#1957 )
* Update NetworkBehavior.md (#1956 )
* fixed comment typo
* doc: Updated Migration guide example
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
Co-authored-by: FirstGearGames <firstgeargames@gmail.com>
2020-06-05 21:49:36 +02:00
Chris Langsenkamp
b4d0296434
Removed stray //
2020-06-05 02:24:56 -04:00
Chris Langsenkamp
1a1eec9c14
fixed comment typo
2020-06-03 10:34:51 -04:00
James Frowen
2444275401
fixing typo in comment ( #1963 )
2020-06-03 15:11:57 +01:00
James Frowen
e6311ecb37
adding better error message for ResolveMethod ( #1950 )
2020-05-31 19:35:22 +02:00
James Frowen
e736f41470
moving exists check to its own function ( #1948 )
...
* moving exists check to its own function
* moving order and adding whitespace
2020-05-31 19:35:06 +02:00
James Frowen
62257d8c4f
fix: better error for Command, ClientRpc and TargetRpc marked as abstract ( #1947 )
...
* weaver test for virtual and abstract commands
* adding error for abstract methods
* adding base class for command tests and renaming file
* adding tests for virutal commands
* renaming classes to make more sense
* removing whitespace
* adding tests for Client Target Rpc too
* fixing compile error
* fixing message and typo
* removing line
* renaming namespace and base class to be used by Rpc
* tests for calling Rpc
* tests for virtual rpc
* fixing typo
2020-05-30 19:17:29 +02:00
James Frowen
cace9ab840
Refactor weaver 4 ( #1946 )
...
* white space
* renaming parameter name
* renaming parameter name
* making comment look the same as the one in writeArguments
* removing NetworkBehaviourType2 to make code simplier
* whitesapce
2020-05-30 17:38:34 +02:00
James Frowen
b4acf7d9a2
feat: Adding onLocalPlayerChanged to ClientScene for when localPlayer is changed ( #1920 )
...
* adding onLocalPlayerChanged event
* Update Assets/Mirror/Runtime/ClientScene.cs
Co-authored-by: MrGadget <chris@clevertech.net>
Co-authored-by: MrGadget <chris@clevertech.net>
2020-05-30 15:45:49 +02:00
James Frowen
3a35b0e9de
adding extension methods ( #1938 )
2020-05-30 15:43:32 +02:00
James Frowen
26c02199ba
renaming function ( #1937 )
...
* renaming function
* adding more comments
2020-05-30 15:43:14 +02:00
James Frowen
b1e47d5b6a
adding RemoteCallType ( #1936 )
...
* adding RemoteCallType
* Update Assets/Mirror/Editor/Weaver/Processors/NetworkBehaviourProcessor.cs
2020-05-30 15:42:34 +02:00
James Frowen
7205d3a705
Clean up test scripts ( #1942 )
...
* fixing white space
* sorting using statements
2020-05-29 18:55:12 -04:00
James Frowen
3f9f3c8298
Clean up scripts ( #1941 )
...
* fixing white space
* sorting using statements
2020-05-29 18:54:56 -04:00
Chris Langsenkamp
e49313bfd2
Lowered Tanks example Projectile destroyAfter to 1
2020-05-29 13:58:34 -04:00
Chris Langsenkamp
d5a0bc740f
Added Projectile to NetworkManager's Spawnables list in Tanks example
2020-05-29 13:57:59 -04:00
Chris Langsenkamp
bf624fa917
Reset Tanks Projectile Prefab
2020-05-29 13:56:52 -04:00
MrGadget
3ace2c6eb6
feat: Adding ignoreAuthority Option to Command ( #1918 )
...
* Add ignoreAuthority to weaver
* Add ignoreAuthority to CommandAttribute
* Add NetworkConnection to handlers
* Pass conn parameter from OnCommandMessage
* Add ignoreAuthority to SendCommandInternal
Add NetworkConnection param to CmdDelegate
Add NetworkConnection param to InvokeCommand
Pass conn to InvokeHandlerDelegate
Pass conn to invoker.invokeFunction
* Update tests with optional NetworkConnection param
* adding commandInfo
* fixing test calls
* renaming arguments
* adding ignoreAuthority to register call
* weaver tests for ignore authority
* tests for command ignoreAuthority
* adding debug assert to make sure tests is running correct
* moving variables up
* removing un-needed code
* updating tests
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-05-28 11:54:12 +02:00
Chris Langsenkamp
8721d05fff
Moved FinishLoadSceneServerOnly up to match call order
2020-05-27 22:57:41 -04:00
Chris Langsenkamp
7d9175dfc7
Moved GetStartPosition to correct region
2020-05-27 22:51:26 -04:00
James Frowen
9ae7fa2a8c
feat: adding OnRoomServerPlayersNotReady to NetworkRoomManager that is called when player ready changes and atleast 1 player is not ready ( #1921 )
...
* adding virtual function for Players not ready
* moving function calls to property
* making if check easier to read
* setting field
* making field private
* removed blank line
* Added override to template
* doc: Updated ChangeLog
Co-authored-by: Chris Langsenkamp <chris@clevertech.net>
2020-05-27 15:42:18 -04:00
James Frowen
64533ca4da
Fixing optional network connection ( #1934 )
...
* adding tests for optional NetworkConnection
* fixing validate to allow optional NetworkConnection
* fixing error message in test
2020-05-27 18:09:35 +01:00
Chris Langsenkamp
d9b7bb7357
fix: OnClientEnterRoom should only fire on clients
2020-05-27 12:15:52 -04:00
Chris Langsenkamp
0c3e079d04
feat: Added virtual SyncVar hook for index in NetworkRoomPlayer
2020-05-27 11:57:35 -04:00
James Frowen
52aa62af6d
Updating target rpc tests ( #1933 )
...
* fixing the TargetRpc Test class
moving SyncEvent Tests to their own folder
renaming tests to be readable
* removing meta file from csproj
* fixing typo
* sync event tests
* fixing typo
* fixing typo
* fixing errors in tests
* fixing name in test message
* error for first param not NetworkConnection for targetRpc
* adding error if no paremeters
2020-05-27 16:22:46 +01:00
James Frowen
210796cff8
moving lastMessageTime to other constructor ( #1924 )
...
making extra constrctor call empty one
2020-05-27 00:05:57 +02:00
James Frowen
59f8e9b794
renaming all ILProcessor to be called worker ( #1926 )
2020-05-27 00:04:18 +02:00
uwee
218faa85d5
Tank example fixes ( #1928 )
...
* move game state out of NetMan
* update scene for script movement
2020-05-27 00:03:58 +02:00
James Frowen
03486997fb
fix: no longer requires hook to be the first overload in a class ( #1913 )
...
* test for sync var hook order
* adding extension method
* allowing hook method to be in any order
* adding second hard to test functions
2020-05-24 16:05:50 +02:00
James Frowen
e9d9bae397
renaming arguments ( #1919 )
2020-05-24 14:11:10 +01:00
uwee
ee3e29de9c
Gamify Tanks Example ( #1906 )
...
* add health lives and score to Tank
* add damage and a source object to projectile
* update prefabs to use new vars
* add gamecontroller to manage state and UI
* update scene to use new gamecontroller and ui
* retag as player
* code cleanup
* replaced GameController with a custom NetMan
* removed lives and respawning. added state management
* scene and prefab updates
* fix billboarding for player names
* fix: cant win game when alone
* darker menu colors
2020-05-23 09:49:04 +02:00
Chris Langsenkamp
9af63b8ced
fixed typo
2020-05-23 02:53:45 -04:00
Chris Langsenkamp
90a0d366da
fix comment
2020-05-23 02:53:15 -04:00
Chris Langsenkamp
12c38c4715
NetworkManager:RegisterClientMessages can use RegisterHandler instead of ReplaceHandler.
2020-05-23 02:49:31 -04:00
James Frowen
1c2bb2c6a3
Tests for static syncvar hooks ( #1912 )
...
* tests for static hooks
* csproj
2020-05-21 10:40:53 +02:00
James Frowen
0b2dd5fd36
moving writing of syncvar hook to once place ( #1910 )
...
* moving writing of syncvar hook to once place
* fixing typo in comment
2020-05-21 10:40:36 +02:00
MrGadget
7d4c0a9cb6
feat: Use SortedDictionary for LogSettings ( #1914 )
...
* feat: Use SortedDictionary for LogSettings
* Remove manual sort
2020-05-21 10:39:48 +02:00
Chris Langsenkamp
6c8ff77bc1
Added headers to LogSettings window & component
2020-05-20 16:04:01 -04:00
Chris Langsenkamp
c7d8c0933d
feat: Prettify Log Names
2020-05-20 14:33:22 -04:00
James Frowen
efef55318c
deleting old files ( #1905 )
2020-05-20 10:58:22 -04:00
James Frowen
1b9e51b801
moving comment to right place ( #1911 )
2020-05-20 15:14:21 +01:00
James Frowen
f14639bc3d
Syncvar hook weaver tests ( #1909 )
...
* removing old sync var test
moving them to their own class
* weaver test for sync var hooks
* better error messages
2020-05-20 14:53:23 +01:00
James Frowen
e7c5558968
Syncvar hook tests ( #1908 )
...
* SyncVar hook tests
* moving tests for virtual sync hook
* white space and function names
2020-05-20 14:51:30 +01:00
Chris Langsenkamp
c45deb808e
fix: Fixed Capitalization
2020-05-19 10:54:50 -04:00
Chris Langsenkamp
0cf5f27421
Changed NetworkRoomPlayer to use virtual SyncVar hook
2020-05-19 10:31:27 -04:00
James Frowen
94795c50fb
Moving weaver comments ( #1904 )
...
* Moving weaver comments
* removing extra line
2020-05-19 14:07:57 +01:00
James Frowen
866808438a
splitting code into multiple functions ( #1903 )
2020-05-19 13:50:44 +01:00
Chris Langsenkamp
f989b0fb11
doc: fixed crefs in xml comments
2020-05-18 15:38:06 -04:00
Chris Langsenkamp
8a58c31b48
doc: fixed cref's in XML comments
2020-05-18 15:01:31 -04:00
James Frowen
db773caab4
showing sync settings for non visable syncvar ( #1899 )
2020-05-18 19:52:36 +01:00
Chris Langsenkamp
042b4e1965
feat: Improved RoomPayer template
2020-05-18 14:18:43 -04:00
James Frowen
63ad7ffd20
adding warning to connect ( #1874 )
...
warning when client tries to connnect when a connection already exists
2020-05-18 16:06:07 +02:00
James Frowen
73022c8bbc
Cleanup changes ( #1897 )
...
* renaming variable to be more clear
* stopping items from being included by default
2020-05-16 01:09:21 +01:00
James Frowen
fe8e0c2e0e
fixing typo ( #1895 )
2020-05-15 12:51:38 +01:00
James Frowen
55be68ba05
Cleaning up csproj
2020-05-15 12:11:43 +01:00
James Frowen
97ff37e526
adding csproj file to make it easier to edit weaver tests ( #1894 )
2020-05-15 11:40:46 +01:00
James Frowen
138bb40450
Adding tests and clean up logs ( #1891 )
...
* adding test for sync list with using a class
* adding length check to synclist tests
* adding clear test
fixing Contains check
* fixing index
2020-05-14 19:50:58 +01:00
James Frowen
f63483bda7
Adding active check to NetworkServer.SendToAll ( #1890 )
...
* adding active check to SendToAll
* fixing identical call
* removing regex
* removing ; at end of file
* fixing typo in error message
2020-05-14 19:11:47 +01:00
James Frowen
bd6cd2164d
making error easier to read in the code ( #1892 )
2020-05-14 19:07:32 +01:00
MrGadget
05c119f505
fix: Don't call RegisterClientMessages every scene change ( #1865 )
2020-05-14 13:40:57 +02:00
James Frowen
69b845183c
feat: Improved Log Settings Window Appearance ( #1885 )
...
* setting window min size
* using Layout scopes
* adding scroll bar
* setting label and field widths
2020-05-12 16:34:24 +01:00
James Frowen
37323d319b
settings lastMessageTime to current time ( #1879 )
2020-05-11 10:28:48 +02:00
James Frowen
d8aaf76fb9
feat: Creating method to replace all log handlers ( #1880 )
...
* adding ReplaceLogHandler to LogFactory
* property to get all loggers
2020-05-11 10:28:17 +02:00
James Frowen
30a610d4e3
Setting default log level to error ( #1882 )
...
These warning only used to be enabled when debugfilter was on
2020-05-11 10:27:53 +02:00
Devon Merner
eb7c87d15a
feat: add SyncList.RemoveAll ( #1881 )
...
* Added SyncList.RemoveAll and unit test.
* Added RemoveAllNone unit test for SyncList
* SyncList.RemoveAll cleanup
* RemoveAll no longer calls collections .Add
Unit tests for SyncList.RemoveAll now check clientSyncList.
2020-05-11 10:27:32 +02:00
Devon Merner
e9ea117e61
Added SyncList.AddRange and InsertRange ( #1883 )
2020-05-11 10:27:06 +02:00
uwee
381adaa8f2
add logger to all classes that have logging but no logger ( #1861 )
...
* add logger to all classes that have logging but no logger
have not updated all of the debugs in the classes yet as the logger implementation has still not been decided.
* add logger to all classes that were missed
* update logger refs in BasicAuthenticator
* update logger refs in TimeoutAuthenticator
* update logger refs in NetworkAnimator
* update logger refs in NetworkRoomManager
* update logger refs in NetworkRoomPlayer
* update logger refs in NetworkSceneChecker
* update logger refs in AdditiveNetworkManager
* update logger refs in ZoneHandler
* update logger refs in ChatWindow
* update logger refs in ListServer
* update logger refs in Reward
* update logger refs in Reward
* update logger refs in NetworkRoomPlayerExt
* update logger refs in LocalConnections
* update logger refs in MessagePacker
* update logger refs in NetworkBehaviour
* update logger refs in NetworkManager
* update logger refs in NetworkReader
* update logger refs in NetworkReaderPool
* update logger refs in NetworkServer
* update logger refs in NetworkTime
* update logger refs in NetworkWriter
* update logger refs in NetworkWriterPool
* update to use logger log enabled
* remove if logfilter debug as log is not concatenated
* add if logger enabled check to concatenated strings
* Update Assets/Mirror/Authenticators/BasicAuthenticator.cs
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
* suggested fixes
* remove unused logger
* changed to warning
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-05-10 23:00:37 +01:00
James Frowen
a264583944
adding try catch to DestroyAllClientObjects ( #1862 )
2020-05-10 10:17:42 +02:00
James Frowen
1fbaf1ba23
Moving CleanupNetworkIdentities to NetworkServer ( #1867 )
...
* moving CleanupNetworkIdentities to NetworkServer
NetworkClient already cleans up spawned dictionary
* using GameObject.Destroy
* adding null check
* tests for NetworkServer.Shutdown
2020-05-10 10:14:18 +02:00
James Frowen
1cd31663a5
Creating LocalConnectionId constant ( #1869 )
...
Avoid using magic numbers
2020-05-10 10:13:43 +02:00
James Frowen
f5d02906c0
Removing host setup from networkserver test ( #1868 )
...
* Removing host setup
Only set up the minimum in order to test a feature
* moving to new file
* inverting if
* removing extra line
* fixing test for headless
2020-05-09 21:53:29 +01:00
James Frowen
b069a6ce27
clearing dictionary in test teardown ( #1871 )
2020-05-09 17:18:22 +01:00
James Frowen
11ed61aa61
adding namespace ( #1870 )
2020-05-09 17:18:14 +01:00
James Frowen
4c25122958
fix: Cleaning up network objects when server stops ( #1864 )
...
* destroying or disabling network objects when server stops
* adding clear after loop
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: MrGadget <chris@clevertech.net>
2020-05-09 10:42:06 +01:00
Chris Langsenkamp
b4511a0637
fix: Prevent host client redundantly changing to offline scene
2020-05-09 01:28:30 -04:00
uwee
2108456021
Fix comments ( #1860 )
...
* fix ref to NetMan in Authenticator
* does not return
* added basic description of return conditions
* comment is 2 years old from HLAPI 2017.4 and no longer relevant
* remove empty whitespace
* Update Assets/Mirror/Runtime/NetworkConnection.cs
* Update Assets/Mirror/Runtime/NetworkServer.cs
* Update Assets/Mirror/Runtime/NetworkAuthenticator.cs
* Update Assets/Mirror/Runtime/NetworkServer.cs
* Update Assets/Mirror/Runtime/NetworkServer.cs
Co-authored-by: MrGadget <chris@clevertech.net>
2020-05-08 21:41:57 -04:00
James Frowen
ad782a59a7
adding assert extension method ( #1804 )
2020-05-09 00:24:05 +01:00
James Frowen
fd4357cd26
feat: LogSettings that can be saved and included in a build ( #1863 )
...
* Moving code that draws the log levels to its own class
this allows other scripts to use the same code to draw the log levels
* adding LogSettings to store the log levels
* adding GUI method to create LogSettings
* Creating Editor for LogSettings that uses LogLevelsGUI
* adding helper to find Existing LogSettings
* Adding field to LogLevelWindow to use LogSettings
* Adding LogSettings to drawer and save on changed check
* fixing field default value of null so that c# compiler doesnt complain
* loading existing settings into LogFactory when the editor starts
* component to load log settings in a build
* changing namespace
* Moving logging scripts to subfolder
* NetworkLogSettings editor
Makes the component use the same gui as the Window and ScriptableObject
* Making NetworkLogSettings find existing settings on Reset
reset is called when component is added
* adding attributes
* adding docs
* adding icon
* doc.
* documentation and images
* fixing image extension
* Update Assets/Mirror/Runtime/Logging/EditorLogSettingsLoader.cs
Co-authored-by: vis2k <info@noobtuts.com>
Co-authored-by: vis2k <info@noobtuts.com>
2020-05-08 23:51:21 +01:00
James Frowen
eed1ddc090
renaming player to ownerPlayer ( #1859 )
2020-05-08 00:04:57 +01:00
MrGadget
2c40c71557
Simplify 2K Example ( #1857 )
2020-05-07 13:29:33 +02:00
Chris Langsenkamp
b2f52d7892
fix: Removed unnecessary registration of player prefab in NetworkRoomManager
2020-05-07 04:45:03 -04:00
Chris Langsenkamp
38c8bb4dda
Removed stray leftover comment
2020-05-07 03:56:09 -04:00
Chris Langsenkamp
0be4e5b999
Fixed 2 typos
2020-05-07 03:41:15 -04:00
Chris Langsenkamp
3179f08e3d
fix: NetworkRoomManager.minPlayers is now protected so it's available for derived classes.
2020-05-07 02:41:58 -04:00
Chris Langsenkamp
fb927f8141
fix: Added ClientOnly check
2020-05-06 14:07:44 -04:00
James Frowen
53512cab35
Cleaning up some code ( #1854 )
...
* rename to validPrefabNetworkIdentity
* typo
* moving code to base class
* removing protected
2020-05-05 15:59:02 +01:00
vis2k
2d89f059af
perf: NetworkProximityChecker checks Server.connections instead of doing 10k sphere casts for 10k monsters. 2k NetworkTransforms demo is significantly faster. Stable 80fps instead of 500ms freezes in between. ( #1852 )
2020-05-05 09:54:11 +02:00
Chris Langsenkamp
201411d7f4
Fixed Observer Template
2020-05-05 00:37:21 -04:00
James Frowen
bd49fe4d9d
adding ignoreFailingMessages around error logging ( #1803 )
2020-05-04 18:14:42 +01:00
James Frowen
a88d2e6be1
tests for ClientScene.DestroyAllClientObjects ( #1850 )
...
* tests for ClientScene.DestroyAllClientObjects
* adding test for list being clear
* removing extra line
2020-05-04 17:15:56 +01:00
James Frowen
8b0958e24c
adding namespace ( #1851 )
2020-05-04 17:11:47 +01:00
vis2k
ecb10eb965
2k NetworkTransforms ( #1849 )
2020-05-04 17:52:00 +02:00
James Frowen
bb7765e0c1
Test cleanup ( #1847 )
...
* cleaning up objects after test
* test clean up
2020-05-04 13:10:22 +01:00
James Frowen
2c11cc8393
tests for ClientScene.PrepareToSpawnSceneObjects ( #1846 )
...
* tests for ClientScene.PrepareToSpawnSceneObjects
* removing line
2020-05-04 12:54:43 +01:00
James Frowen
64e52bf31e
Moving classes to their own files ( #1845 )
2020-05-04 10:59:38 +01:00
James Frowen
c9db7e3754
Moving Client scene tests to their own class per method ( #1843 )
...
* fixing comments
* adding extra lines
* moving tests to their own class per method
2020-05-04 10:33:32 +01:00
James Frowen
ca6fd99242
Clean up after breaking ( #1844 )
...
* adding new define to project settings
* Marking test for RemovePlayerMessage as Obsolete
2020-05-04 10:17:13 +01:00
James Frowen
54071da3af
fix: Improved error checking for ClientScene.RegisterPrefab with handler ( #1841 )
...
* test for RegisterPrefab with handler
* comments
* finishing tests and ignore some cases
* updating checks and log messages
* more tests
* removing test cases
2020-05-04 10:55:36 +02:00
Chris Langsenkamp
ed27578f91
Fixed comment
2020-05-03 12:29:14 -04:00
Chris Langsenkamp
477de07003
Updated ReadMe
2020-05-03 12:11:27 -04:00
Chris Langsenkamp
0cf92e9064
Reset Instances to default (3)
2020-05-03 12:11:08 -04:00
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
MrGadget
2a08aac7cb
fix: Don't call RegisterClientMessages twice ( #1842 )
2020-05-03 16:43:00 +02:00
MrGadget
87c6ebc5dd
feat: Multiple Concurrent Additive Physics Scenes Example ( #1686 )
...
* Stop using sceneIds at runtime
* Multiple Additive Physics Scenes Example
* Remove Commented code
* Remove boilerplate code
* breaking: Network Visibility Component
* Revert changes to NetworkIdentity
* Updated scene lighting
* Don't rename spawned objects
* Simplified Physics Simulator
* Updated PhysicsSimulator
* Fixed camera restore
* moved subScenes.Clear up
* Updated Prefabs
* Updated Scenes
* Updated PhysicsSimulator
* Updated PlayerController
* Updated scoring to server authoritative
* Updated Main scene
* Updated Example to master
* Made subScenes readonly
* Restored old jump code
* Revert "Restored old jump code"
This reverts commit 6a986fb088
.
* Restored old jump code
* localized point variable
* Removed oldColor
* Removed test code
* Removed commented code
* Added comment about flags enum
* Removed unnecsssary code
* Finalize scoring and setup
* Added ReadMe
* renamed Collision parameter
* Changes per @vis2k
* Added UnloadClientSubScenes
2020-05-03 16:42:28 +02:00
James Frowen
f4e2e1c153
Allowing tests cases to better call overloads ( #1838 )
...
* allowing tests cases to better call overloads
* fixing warning test cases
* adding comment
2020-05-03 14:32:09 +01:00
MrGadget
e3790c51eb
feat: Add NetworkServer.RemovePlayerForConnection ( #1772 )
...
* feat: Add NetworkServer.RemovePlayerForConnection
* Fixed Obsolete tag
* Added bool destroyServerObject and comments
* Making this a breaking change
* No longer a breaking change
* Added RemovePlayerForConnectionTest
* Debrecation with pragmas
* Splitting the PR
* Splitting PR's
* Updated tests
* splitting PR's
2020-05-03 15:22:32 +02:00
James Frowen
71ebcdc006
making fields readonly ( #1840 )
...
adding more comments to PrepareToSpawnSceneObjects
2020-05-03 15:13:57 +02:00
James Frowen
7de3c74614
adding enabled check to loops ( #1836 )
...
Message can disable transport so we need to check if it is still enabled
before checking the next message
2020-05-03 15:12:32 +02:00
James Frowen
ff4a576b13
Fixing code smell in clientscene ( #1839 )
...
* moving overloads next to each other
* moving function so that RegisterPrefab are together
* making if statment more readable
2020-05-03 11:29:42 +01:00
James Frowen
eeb4c4b5b4
making test case match others ( #1837 )
2020-05-03 10:55:39 +01:00
Chris Langsenkamp
d0e15b1378
Setting older obsoletes to errors for next release
2020-05-02 18:48:12 -04:00
James Frowen
a700d7afc3
Fixing runtime tests ( #1833 )
...
* adding assetId to prefab
* making sure NetworkManager is shutdown
* removing host set up for test that doesn't need it
* using OneTimeTearDown
* fixing performance test
2020-05-02 16:14:38 +01:00
James Frowen
2b5ad08260
adding ignore ( #1832 )
...
see ignore message
2020-05-02 15:26:21 +01:00
vis2k
d3dccd7a25
fix : #1659 Telepathy LateUpdate processes a limited amount of messages per tick to avoid deadlocks ( #1830 )
...
* fix : #1659 Telepathy LateUpdate processes a limited amount of messages per tick to avoid deadlocks
* Update Assets/Mirror/Runtime/Transport/TelepathyTransport.cs
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
* Update Assets/Mirror/Runtime/Transport/TelepathyTransport.cs
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-05-02 15:24:42 +02:00
MrGadget
a6ab3527ac
fix: clear all message handlers on Shutdown ( #1829 )
2020-05-02 11:40:49 +02:00
James Frowen
d6a4d8fbf6
fixing showDebugMessages with new logger ( #1824 )
2020-05-02 11:25:50 +02:00
Chris Langsenkamp
ab3f353b33
fix: Wrong method names in ClientSceneTests
2020-05-02 00:02:37 -04:00
James Frowen
9f59e0c439
fix: Adding warning when adding prefab with RegisterPrefab if assetid already exists ( #1828 )
2020-05-02 01:36:59 +01:00
James Frowen
7f26329e2d
fix: Adding warning when adding handler with RegisterSpawnHandler if assetid already exists ( #1819 )
...
* adding test for warning for existing handler
* adding warning for existing handler
* adding error for prefab existing with assetId
2020-05-02 01:35:45 +01:00
James Frowen
a0aa4f9c14
fix: Improved error checking for ClientScene.RegisterPrefab ( #1823 )
...
* Tests for ClientScene.RegisterPrefab
* Improved error messages for ClientScene.RegisterPrefab
2020-05-02 01:29:55 +01:00
Chris Langsenkamp
5fddcc8525
Added braces
2020-05-01 14:06:17 -04:00
James Frowen
096ce20fbd
Tests client scene 5 ( #1818 )
...
* tests for ClientScene.UnregisterSpawnHandler
* splitting errors for handlers
* adding error for empty guid
* adding check to stop null handler inside lambda
2020-05-01 09:48:58 +02:00
Chris Langsenkamp
ffc276cb79
fix: Use ReplaceHandler instead of RegisterHandler in NetworkManager
2020-04-30 22:07:00 -04:00
James Frowen
fd929e2b6d
fixing syncmode not showing up in Inspector ( #1820 )
...
syncMode and syncInterval now show up in Inspector when only sync vars are used
2020-04-30 19:43:33 -04:00
James Frowen
63e61bcbf4
fixing error message ( #1805 )
...
LogError was incorrectly adding tag to message
2020-04-30 21:49:44 +01:00
James Frowen
8e7dec319a
adding method overloads for seting newAssetId ( #1806 )
...
RegisterPrefab(GameObject prefab) has the option to add new AssetId but
the versions that add custom spawn handlers did not have this option
2020-04-30 10:57:51 +02:00
James Frowen
9270765beb
fix: Fixing ClientScene UnregisterPrefab ( #1815 )
...
* adding error if prefab is null
* fixing prefab not being removed
2020-04-30 10:55:48 +02:00
James Frowen
66728cdeef
tests for ClientScene.UnregisterSpawnHandler ( #1816 )
2020-04-29 23:29:00 +01:00
James Frowen
4b2162f6a0
tests for ClientScene.ClearSpawners ( #1813 )
2020-04-29 17:10:25 +01:00
James Frowen
67df03cb8f
tests for ClientScene.UnregisterPrefab ( #1812 )
...
* making ClientScene dictionaries internal
* tests for ClientScene.UnregisterPrefab
* adding OneTimeSetUp for loading prefabs
2020-04-29 16:48:34 +01:00
James Frowen
bf59c6f32b
tests for ClientScene.GetPrefab ( #1811 )
2020-04-29 16:00:07 +01:00
James Frowen
877f4e9c72
feat: Adding ReplaceHandler functions to NetworkServer and NetworkClient ( #1775 )
...
* Replacing debug log with warning
Replacing a handler by mistake will lead to code not running when it is
expected to.
* adding ReplaceHandler methods
* improving warning messages
* using ReplaceHandler in networkManager
* fixing doc comments for RegisterHandler
* fixing doc comments for ReplaceHandler
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* improving doc comments
* improving doc comments for new code
* Update Assets/Mirror/Runtime/NetworkServer.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
* Update Assets/Mirror/Runtime/NetworkClient.cs
Co-Authored-By: MrGadget <chris@clevertech.net>
Co-authored-by: MrGadget <chris@clevertech.net>
2020-04-29 11:27:28 +01:00
James Frowen
0844c495a1
renaming test assembly ( #1808 )
2020-04-28 19:21:50 +01:00
Justin Vitale
5295075e78
Fix summary mistake for connectionToServer ( #1807 )
2020-04-28 12:38:06 -04:00
Chris Langsenkamp
06bd1f87c4
Updated Example Scene Files
2020-04-28 01:41:57 -04:00
James Frowen
e32a9b6f0b
feat: Allowing Multiple Concurrent Additive Scenes ( #1697 )
...
* There's no need for handling scene ids at runtime.
* Adding tests for Instantiate On Scene object
* removing ExecuteInEditMode
none of our function do anything at edit time so removing this tag
* adding check to awake to stop Instantiate
* code style and comments
* using logger for new error
Co-authored-by: Chris Langsenkamp <chris@clevertech.net>
2020-04-27 18:50:41 -04:00
Chris Langsenkamp
e0d8c918cd
Added DisallowMultipleComponent where appropriate
2020-04-27 11:28:50 -04:00
Chris Langsenkamp
7f8476b2e9
Room Example Server Auth Scoring
2020-04-27 01:21:53 -04:00
James Frowen
6065afd9f6
adding counter since we might send less than connections.Count ( #1782 )
2020-04-27 00:23:06 -04:00
Chris Langsenkamp
267827b15a
remove privates
2020-04-26 16:28:38 -04:00
Chris Langsenkamp
0187b2082f
removed privates
2020-04-26 16:21:10 -04:00
Paul Pacheco
b3656a9edc
feat: ClientScene uses log window
2020-04-26 14:11:55 -05:00
Paul Pacheco
2e39e13c01
feat: NetworkIdentity use logger framework
2020-04-26 14:06:40 -05:00
Paul Pacheco
72154f1dad
feat: NetworkConnection to client and server use logger framework
2020-04-26 13:56:42 -05:00
Paul Pacheco
ec319a165d
feat: NetworkConnection uses logging framework
2020-04-26 13:53:55 -05:00
Paul Pacheco
8b4f1051f2
feat: NetworkServer uses new logging framework
2020-04-26 13:45:30 -05:00
Paul Pacheco
aea8db25c1
Each test file in a separate namespace ( #1785 )
...
* Each test file in a separate namespace
* Fix tests
2020-04-26 11:49:47 -05:00
James Frowen
0383df95ef
making mono cecil editor only ( #1783 )
2020-04-26 11:33:40 -05:00
MrGadget
f6545d4871
feat: NetworkServer.SendToReady ( #1773 )
...
* feat: NetworkServer.SendToReady
* Added ready check and default channel
* Changed to optional parameter
* Added shorthand overload SendToReady
* Added comment
2020-04-26 10:59:06 +02:00
MrGadget
34a76a2834
feat: Allow Multiple Network Animator ( #1778 )
2020-04-26 10:57:42 +02:00
Paul Pacheco
b3cbd5c2a1
Remove redundant check, can be done once in setup
2020-04-25 20:19:18 -05:00
Paul Pacheco
462a311fff
Remove redundant check, can be done once in setup ( #1781 )
...
* Remove redundant check, can be done once in setup
* Update Assets/Mirror/Tests/Editor/Weaver/WeaverNetworkBehaviourTests.cs
* Update Assets/Mirror/Tests/Editor/Weaver/WeaverTests.cs
Co-Authored-By: James Frowen <jamesfrowendev@gmail.com>
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-04-25 19:53:29 -05:00
Paul Pacheco
bcd76c5bdc
feat: Improve weaver error messages ( #1779 )
...
feat: Improve weaver error messages
Weaver error messages are easier to read and always display
location of error
2020-04-25 19:06:08 -05:00
Chris Langsenkamp
d6d702a918
updated comment
2020-04-25 13:45:39 -04:00
Chris Langsenkamp
345da764b9
fixed comments
2020-04-25 13:32:02 -04:00
James Frowen
d6441e8772
Tests for enums ( #1774 )
...
* weaver test to make sure enums compile
* test for weaver generated and custom readwrite
2020-04-25 10:41:16 +02:00
Chris Langsenkamp
096a23217e
Updated comments
2020-04-24 13:39:58 -04:00
Chris Langsenkamp
9d36815271
fixed comments
2020-04-24 12:58:24 -04:00
Chris Langsenkamp
38ec9b7082
Renamed serverIdleTimeout to disconnectInactiveTimeout
2020-04-24 06:25:02 -04:00
James Frowen
e346885ff5
adding namespace to runtime tests ( #1769 )
2020-04-24 09:58:27 +01:00
James Frowen
1af5b4ed2f
fix: weaver syncLists now checks for SerializeItem in base class ( #1768 )
...
* tests for override in base class
* fixing overrides in base class
* moving check up so that typedef cant be null for the check
2020-04-24 09:30:18 +02:00
James Frowen
d4f834ac08
test for sync list using interface ( #1767 )
2020-04-23 21:51:33 +02:00
MrGadget
a2eb666f15
feat: Disconnect Dead Clients ( #1724 )
...
* feat: Disconnect Dead Clients
* Moved code to NetworkConnectionToClient
* Fixed type
* WIP
* Trying to solve the mystery of the Host
* Updated Example
* fixed comment whitespace
* Final Cleanup and Unit Test
* Removed extra warning
* Reverted change to scene file
* Changed to Play test, still not working
* Added NetworkServer.Update time loop
* Removed commented code
* fixed comment
* Filled in ServerDisconnect so it behaves as expected.
* fixed comment
* Renamed to bool IsClientAlive
* Should be greater than
* Added override that shouldn't be necessary.
* changed asserts per Paul
* Flipped < back
* Shortened test time
* Corrected comment
* Lost the 1
* Updated NetworkServerTest
* Update Assets/Mirror/Tests/Runtime/NetworkServerTest.cs
* Added bool checkInactiveConnections
* Tests for sync dictionary and sync set (#1753 )
* sync dictionary tests
* rename
* changing error message
* sync set tests
* silence unused method warning
* test class name matches file name
* test class name matches file name
* test class name matches file name
* test class name matches file name
* test class name matches file name
* test class name matches file name
* test class name matches file name
* Scope syncdict tests to their classes
* Scope synclists tests to their classes
* Scope syncset tests to their classes
* test class name matches file name
* Scope sample classes
* test class name matches file name
* fix: call the virtual OnRoomServerDisconnect before the base
* fixed name
* doc: Updated docs
* Moved serverIdleTimeout to NetworkManager
* fixed test to enable disconnectInactiveConnections
* Copied disconnectInactiveConnections & serverIdleTimeout to NetworkServer
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-04-23 21:50:35 +02:00
James Frowen
c1bacc345c
using MemoryTransport to make test more stable ( #1770 )
2020-04-23 17:41:15 +01:00
James Frowen
7f8733ce6a
feat: Exclude fields from weaver's automatic Read/Write using System.NonSerialized attribute ( #1727 )
...
* adding test class for NonSerialized
* checking for IsNotSerialized
2020-04-23 16:38:45 +02:00
Chris Langsenkamp
e6881ef007
fix: call the virtual OnRoomServerDisconnect before the base
2020-04-23 02:02:21 -04:00
Paul Pacheco
fb489c67e8
test class name matches file name
2020-04-22 20:58:22 -05:00
Paul Pacheco
2ad16332f3
Scope sample classes
2020-04-22 20:54:08 -05:00
Paul Pacheco
d0df3e8b90
test class name matches file name
2020-04-22 20:51:49 -05:00
Paul Pacheco
d8e5f0d023
Scope syncset tests to their classes
2020-04-22 20:45:45 -05:00
Paul Pacheco
a0689cd357
Scope synclists tests to their classes
2020-04-22 20:38:45 -05:00
Paul Pacheco
f218259be8
Scope syncdict tests to their classes
2020-04-22 20:11:21 -05:00
Paul Pacheco
6066ca2aa0
test class name matches file name
2020-04-22 19:50:55 -05:00
Paul Pacheco
c704bc123f
test class name matches file name
2020-04-22 17:56:41 -05:00
Paul Pacheco
94603d175a
test class name matches file name
2020-04-22 17:47:45 -05:00
Paul Pacheco
12ea5f25e0
test class name matches file name
2020-04-22 17:43:59 -05:00
Paul Pacheco
a2b6fb08f3
test class name matches file name
2020-04-22 17:42:25 -05:00
Paul Pacheco
dfffe26390
test class name matches file name
2020-04-22 17:40:32 -05:00
Paul Pacheco
5214b57db5
test class name matches file name
2020-04-22 17:35:39 -05:00
Paul Pacheco
95bb9cb0e3
silence unused method warning
2020-04-22 12:21:32 -05:00
James Frowen
1614c68629
Tests for sync dictionary and sync set ( #1753 )
...
* sync dictionary tests
* rename
* changing error message
* sync set tests
2020-04-22 18:54:09 +02:00
Chris Langsenkamp
cf6823acb5
fix: Removed NetworkServer.Listen because HostSetup does that
2020-04-22 06:39:46 -04:00
Chris Langsenkamp
984945e482
fix: Removed NetworkClient.Update because NetworkManager does it in LateUpdate
2020-04-22 06:34:34 -04:00
Chris Langsenkamp
bdec276282
fix: Add the transport first so NetworkManager doesn't add Telepathy in OnValidate
2020-04-22 06:32:26 -04:00
James Frowen
9bf816a014
feat: Allowing extra base types to be used for SyncLists and other SyncObjects ( #1729 )
...
* Tests for most uses of sync list
renaming classes for existing test files
* improving error message for Paramless constructor
* More tests for SyncLists
* updating error message
* ignore abstract classes
we dont need to process abstract classes because classes that
inherit from them will be processed instead
* check and error for syncList item being genric
* allowing extra base types for synclist
* checking for nested types in abstract classes
* test for nested types inside structs
2020-04-22 09:40:40 +02:00
uwee
ddd4b0b1fc
use HostSetup in tests ( #1761 )
2020-04-22 09:38:07 +02:00
uwee
262c1129dc
add test for NS Reset ( #1758 )
...
* add test for NS Reset
this code is depreciated but it should have a test as long as its in the code base
* typo
2020-04-21 23:49:46 +02:00
uwee
d996079042
remove empty if statement ( #1757 )
...
the current state is an untestable if statement. the if (!dont) is not pretty but the same logic is used later in the same file under Listen()
2020-04-21 23:49:11 +02:00
uwee
2f7053c6be
return bool to allow testing ( #1756 )
2020-04-21 23:48:42 +02:00
uwee
c2c1f86fe8
add HostSetup for tests ( #1755 )
2020-04-21 23:48:06 +02:00
uwee
c4bfb9d037
remove unused using ( #1754 )
2020-04-21 23:47:20 +02:00
James Frowen
2cf0fc71a7
Clean up sync object tests ( #1750 )
...
* cleaning up tests
* clearing dirty before test
2020-04-21 08:29:46 -05:00
uwee
3cf686f3b8
add base OnSetHostVisibility test ( #1749 )
...
* add base OnSetHostVisibility test
* fix code smells
2020-04-21 09:58:14 +02:00
MrGadget
2d006fe730
fix: Remove leftover AddPlayer methods now that extraData is gone ( #1751 )
2020-04-21 09:56:14 +02:00
James Frowen
58c89a3d32
fix: Allow sync objects to be re-used ( #1744 )
...
fixes #1714
2020-04-20 19:20:25 -05:00
Chris Langsenkamp
8798cd18ce
Updated NetworkManage template
2020-04-20 18:49:21 -04:00
Paul Pacheco
3dd709ac35
Remove MarkForReset ( #1747 )
...
* Remove MarkForReset
* Update Assets/Mirror/Runtime/NetworkIdentity.cs
* Update Assets/Mirror/Tests/Editor/NetworkServerTest.cs
2020-04-20 20:07:22 +02:00
Chris Langsenkamp
5d4bc47d46
fix: Use path instead of name in Room Example
2020-04-20 11:04:18 -04:00
Chris Langsenkamp
2a2f76c263
fix: Remove RoomPlayer from roomSlots on Disconnect
2020-04-20 11:02:45 -04:00
James Frowen
055a264660
adding return so that exception isnt throw after error ( #1746 )
2020-04-20 08:51:40 -05:00
Chris Langsenkamp
8e7bb44c3a
Updated docs, comments, template pursuant to renaming of OnNetworkDestroy
2020-04-20 09:42:16 -04:00
Paul Pacheco
d1695dd16f
feat: new virtual OnStopServer called when object is unspawned ( #1743 )
2020-04-20 10:36:03 +02:00
Paul Pacheco
86ac5ad40b
Rename OnNetworkDestroy to OnStopClient ( #1742 )
...
OnNetworkDestroy is not a good name, is it server? is it client?
you can't tell by the name.
Moreover, we have OnStartClient, API should be symetric so we should
have a corresponding OnStopClient.
Note this keeps backwards compatibility with an Obsolete for now
2020-04-20 10:35:34 +02:00
Chris Langsenkamp
e03c2a0ee1
restored 1bitpack_kenny metas
2020-04-19 17:32:51 -04:00
James Frowen
f17cea771e
using IsDerivedFrom instead of while loop ( #1739 )
2020-04-19 14:12:37 -05:00
James Frowen
a86d1cdfff
Adding error to network behaviour when generic sync object is used ( #1741 )
...
* test for using Generic SyncList
* adding error to network behaviour when generic sync object is used
* ignore generic classes
we can not process generic classes
we give error if a generic syncObject is used in NetworkBehaviour
2020-04-19 19:34:05 +02:00
James Frowen
a523d5f521
using if instead of try catch ( #1740 )
2020-04-19 19:33:30 +02:00
James Frowen
c25b1c6043
removing old test files ( #1738 )
2020-04-19 12:57:58 +01:00
James Frowen
f83093893e
Weaver error messages and tests for using interfaces ( #1737 )
...
* more tests for readwriters
* updating error message
* fixing error messages
2020-04-18 22:55:17 -05:00
Chris Langsenkamp
a6258d2d70
Remove and Ignore 1bitpack_kenney png.meta files.
2020-04-18 23:33:13 -04:00
James Frowen
f6e4068ebe
removing ignored test ( #1736 )
2020-04-19 00:53:39 +01:00
James Frowen
24469859e5
adding error to reader ( #1726 )
...
these checks are already in writer
2020-04-18 10:52:22 +02:00
James Frowen
5c56adc1dc
feat: default log level option ( #1728 )
...
Each class can specify default log levels when requesting the logger.
2020-04-17 18:11:44 -05:00
MrGadget
21acf66190
feat: NetworkMatchChecker Component ( #1688 )
...
* feat: NetworkMatchChecker Component
* Added docs
* feat: Use logger framework for NetworkClient (#1685 )
* Use logger framework for NetworkClient
* Update Assets/Mirror/Runtime/NetworkClient.cs
Co-authored-by: vis2k <info@noobtuts.com>
* breaking: NetworkVisbility component (#1681 )
* backup
* breaking: NetworkProximityCheck abstract class. Simplifies code, reduces complexity, improves performance because if 10k identities have 10 components each, we don't have to iterate 100k components each time we rebuild observers.
* update tests and checkers
* DisallowMultipleComponents
* fix tests
* split OnCheckObserver check
* fix tests
* syntax
* update comment
* renamed to NetworkVisibility
* forgot to remove comment
* breaking: Network Visibility Component
* changing namespaces of performance tests (#1689 )
* Updated to use NetworkVisibility
* Updated comments
* Updated OnCheckObserver and removed OnSetHostVisibility
* tests for OnCheckObserver
* adding check for empty guid
* tests for changing matchId
* RebuildObservers if player left a match
* Refactored to make it simpler
Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-04-17 10:35:08 +02:00
MrGadget
cbc2a47729
fix: Don't destroy the player twice ( #1709 )
...
* fix: Don't destroy the player twice
* adding test
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-04-17 10:34:17 +02:00