* 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
* 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>
* 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>
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
* 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.
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.
* 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.
* 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
* 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>
* 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>
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.
* 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>
* 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
* 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
* fix: improving errors in SendTargetRPCInternal
* now give error when connection is null
* updating error message to accurately explain what went wrong
* 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>
* 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
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
* perf: use built in == instead of unity one
should be the same performance as #2325 without the complexity
* more readable version
* more readable version
* 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
* 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
* 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>
* 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>
* 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>
* 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>
* 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>
* 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
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>();
```
* 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
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.
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.
* 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
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.
# Before
This is hard to read:
```
if (ca.AttributeType.FullName == typeof(Mirror.CommandAttribute).FullName) {
...
}
```
# After
```
if (ca.AttributeType.Is<Mirror.CommandAttribute>()) {
...
}
```
# 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.
* 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
* Update ClientScene.cs
Improving logging
- making sure sceneId is always hex
- only logging "Client spawn for ..." if it was successful
* Update ClientSceneTests_OnSpawn.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
* 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
* 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
* 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
* Remove ScriptTemplates to clean up folder
* Update main.yml
Removing script templates from CI
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
* 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
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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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>
* 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
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.
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>
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>
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>
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>
* 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
* 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>
* 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
* 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
* 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
* 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
* 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>
* 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
* 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
* 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
* 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
* 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>
* 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
* 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
* 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>
* 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
* 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
* 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.
* 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>
* 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
* 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>
* 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>
* test for RegisterPrefab with handler
* comments
* finishing tests and ignore some cases
* updating checks and log messages
* more tests
* removing test cases
* 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
* 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
* 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>
* 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>
* 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>