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 )
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* cleaning up objects after test
* test clean up
2020-05-04 13:10:22 +01:00
James Frowen
2c11cc8393
tests for ClientScene.PrepareToSpawnSceneObjects ( #1846 )
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* 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 )
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* 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 )
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* 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 )
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* 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 )
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* 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 )
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* 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 )
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* 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 )
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* 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 )
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adding more comments to PrepareToSpawnSceneObjects
2020-05-03 15:13:57 +02:00
James Frowen
7de3c74614
adding enabled check to loops ( #1836 )
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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 )
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* 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 )
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* 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 )
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* 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 )
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* 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 )
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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 )
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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 )
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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 )
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* 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