Commit Graph

2188 Commits

Author SHA1 Message Date
James Frowen
24e2af098f
changing namespaces of performance tests (#1689) 2020-04-11 17:30:18 +01:00
Chris Langsenkamp
25ee8540f9 breaking: Network Visibility Component 2020-04-11 11:56:21 -04:00
vis2k
70ddf92a5c
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
2020-04-11 15:37:35 +02:00
Paul Pacheco
6e92bf5616
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>
2020-04-11 13:21:14 +02:00
James Frowen
c0a82a86ea
Logger editor (#1613)
* window for mirror log levels

* applying suggestions
2020-04-10 13:20:05 -05:00
MrGadget
e7cfd5a498
fix: Check SceneManager GetSceneByName and GetSceneByPath (#1684)
* fix: Check SceneManager GetSceneByName and GetSceneByPath

* Fix example too.
2020-04-10 11:26:37 -05:00
Paul Pacheco
55e075c872 fix: stack overflow getting logger 2020-04-10 11:14:20 -05:00
Paul Pacheco
de87634ec5 Some extension methods for convenient migration 2020-04-10 11:11:51 -05:00
Paul Pacheco
f9328c771c feat: logger factory works for static classes by passing the type 2020-04-10 10:51:42 -05:00
MrGadget
bc37497ac9
fix: Re-enable transport if aborting additive load/unload (#1683)
* fix: Re-enable transports if aborting additive load/unload

* Restore debug if's
2020-04-10 11:42:38 -04:00
James Frowen
95705a1545
Moving error check to when cache is created (#1682)
* Moving error check to when cache is created

* updating tests for new code behaviour

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-04-10 17:15:24 +02:00
vis2k
0b44ccee99 syntax 2020-04-10 10:06:37 +02:00
James Frowen
f0579835ca
perf: Increasing Network Writer performance (#1674)
* Increasing performance of network writer

* Using Array.Clear

renaming value to newLength

* Update Assets/Mirror/Tests/Editor/NetworkWriterTest.cs

Co-Authored-By: Paul Pacheco <paulpach@gmail.com>

* adding braces

* extracting EnsureCapacity method

* Update NetworkWriter.cs

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
2020-04-10 09:45:09 +02:00
Chris Langsenkamp
c1fe2124d8 Removed SpawnWithClientAuthority from comments and docs 2020-04-09 16:51:41 -04:00
James Frowen
8ce65045c8
Benchmark performance test 2 - Idle benchmark (#1662)
* adding bool to stop health updating

* idle benchmark

* using FindObjectsOfType instead of static field
2020-04-09 09:40:37 +02:00
James Frowen
7e7ffcd892
Adding report to performance test readme 2020-04-08 16:24:39 +01:00
James Frowen
7a06815d75
adding static check before adding this arg (#1668) 2020-04-07 19:50:48 +02:00
James Frowen
60678d9bc7
adding readme (#1672) 2020-04-07 12:30:57 -05:00
James Frowen
4fc58be148
making network behaviour abstract (#1669) 2020-04-07 10:23:09 +02:00
James Frowen
17885a0da2
Adding comments to NetworkBehaviour (#1670) 2020-04-07 00:33:15 +01:00
James Frowen
f8dee1f1a1
removing unnecessary using (#1667) 2020-04-06 09:56:26 -05:00
James Frowen
75dc0af65f
Pipeline fix for performance tests (#1666)
* updating coverage manifest

* removing version tag
2020-04-06 09:42:47 -05:00
James Frowen
52e91e7d1e
Benchmark performance test (#1661)
* benchmark performance test

* adding hooks for performance test

* using hooks to measure time of Lateupdate

moving code to setup and teardown
2020-04-06 09:49:46 +02:00
Chris Langsenkamp
532555bbea Put methods in call order 2020-04-04 12:03:08 -04:00
James Frowen
34415fe876
performance test for ULocalConnection (#1655) 2020-04-04 15:03:05 +02:00
James Frowen
3219fd4b51
performance test for NetworkWriter (#1654) 2020-04-04 15:02:48 +02:00
James Frowen
0157f9d909
adding performance test asmdef (#1653)
* adding performance test asmdef

* adding performance tests to packages

* fixing asmdef to work with 2018 and 2019
2020-04-04 14:21:53 +02:00
Paul Pacheco
84b2c8cf26
perf: Use continuewith to queue up ssl messages (#1640)
get rid of the complicated queue. Use Task.continuewith 

also,  apparently we have to flush or latency is really bad.
2020-04-03 07:24:07 -05:00
James Frowen
2ef8404f82
adding Category to weaver and Telepathy tests (#1643) 2020-04-02 18:50:42 +02:00
James Frowen
456fde07bc
removing cahced field (#1641) 2020-04-02 18:49:38 +02:00
James Frowen
4d5cee893d
perf: Adding buffer for local connection (#1621)
* Using writer for local connection

LocalConnectionBuffer

* removing assert

* fixing error and cleaning up code

* removing old queue

* tests for LocalConnectionBuffer

* removing field

* removing extra lines

* Update LocalConnections.cs

removing empty line

* adding comment for packet count
2020-04-02 18:49:09 +02:00
Chris Langsenkamp
caccebaa17 Updated example prefabs 2020-04-02 01:11:11 -04:00
Chris Langsenkamp
a6f98b09cf Updated NetworkManager Script Template 2020-04-01 23:49:47 -04:00
Paul Pacheco
6591539c31 Remove unused local variable 2020-04-01 12:02:44 -05:00
Chris Langsenkamp
e420dcb6b6 Fixed comment in template 2020-04-01 05:33:16 -04:00
MrGadget
d2a58a4c25
fix: Destroyed NetMan due to singleton collision must not continue. (#1636)
* fix: Destroyed NetMan due to singleton collision must not continue.

* Added comment

* Added Comment
2020-04-01 11:29:35 +02:00
Paul Pacheco
f2ccb59ae6
feat: logging api (#1611)
* feat: logging api

Provide a ILogger (from unity framework) per class
it can track loggers per class and use  Debug.unityLogger by default

* Logger field should never change

* Support loggers for static classes

Unfortunately we can't have generics with static classes.
Thus we can keep the loggers in a Dictionary instead indexed by name

if you need a logger for a static class,  you can just do:

private static readonly ILogger logger = LogFactory.GetLogger(nameof(MyClass));

* Remove unused using

* Better tests by providing a mock handler
2020-04-01 11:27:51 +02:00
James Frowen
4fea1ee9b3
making singleton private set (#1635) 2020-04-01 01:11:45 +02:00
James Frowen
8087d3da7d
explicit type preference (#1634) 2020-03-31 22:57:47 +02:00
James Frowen
2617d65ad1
removing unnecessary this (#1633) 2020-03-31 22:57:27 +02:00
James Frowen
1e326ce6fe
removing unnecessary casts (#1632) 2020-03-31 22:56:54 +02:00
James Frowen
7dde2f80fe
removing and sort using (#1631) 2020-03-31 22:56:30 +02:00
James Frowen
f19e2d3aac
more formatting (#1630) 2020-03-31 22:55:58 +02:00
James Frowen
c6501aab06
formatting (#1629) 2020-03-31 12:15:30 -05:00
Chris Langsenkamp
7f208ffba9 Updated Comments 2020-03-30 22:28:59 -04:00
James Frowen
1ae038172a
perf: faster NetworkReader pooling (#1623)
* replacing stack with array for NetworkReaderPool

* Reader tests
2020-03-30 17:08:21 +02:00
James Frowen
f9335bb5f3
Finding WeaverAssembler path before running tests (#1608)
* Finding WeaverAssembler path before running tests

* using nameof
2020-03-30 14:45:36 +02:00
James Frowen
dcb618bfd6
fixing MissingReferenceException (#1624) 2020-03-29 21:39:18 -04:00
Paul Pacheco
deb286f0c2 refactor: simplify getting hook method 2020-03-29 14:25:07 -05:00
Paul Pacheco
518233cd7e This is always true 2020-03-29 14:11:54 -05:00
Paul Pacheco
69fdbea892 Unused using 2020-03-29 14:11:54 -05:00
James Frowen
da2e61b30a
doc comments (#1622) 2020-03-29 11:41:21 -05:00
vis2k
254a49496f NetworkWriterPool: add performance comment 2020-03-29 17:33:03 +02:00
vis2k
d865dddb4e 10k demo: deterministic health updates 2020-03-29 17:29:11 +02:00
James Frowen
4fa43a9471
perf: faster NetworkWriter pooling (#1620)
* using array in NetworkWriterPool instead of stack

* Using property

adding debug warning if pool is full

* adding tests for  NetworkWriterPool

* Update NetworkWriterPool.cs

* Update NetworkWriterPoolTest.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-03-29 17:16:16 +02:00
Paul Pacheco
e96b687563 Revert "perf: faster NetworkWriter pooling (#1616)"
This reverts commit 5128b122fe.
2020-03-28 19:04:06 -05:00
Paul Pacheco
96e690ef9c Revert "Explain why 10"
This reverts commit e8cdb7569d.
2020-03-28 19:03:53 -05:00
Paul Pacheco
e8cdb7569d Explain why 10 2020-03-28 18:14:48 -05:00
James Frowen
e12f33d306
fixing MissingReferenceException (#1619) 2020-03-28 15:00:48 -04:00
James Frowen
5128b122fe
perf: faster NetworkWriter pooling (#1616)
Stack turned out to be slow way to pool NetworkWriters.
Replace them with an array

see #1614
2020-03-28 12:58:00 -05:00
Paul Pacheco
61163cacb4
perf: replace isValueType with faster alternative (#1617)
According to vis benchmark here https://github.com/vis2k/Mirror/issues/1614#issuecomment-605443808
isValueType is an expensive operation.

This microoptimization replaces isValueType for a faster (not so readable) alternative
2020-03-28 12:27:42 -05:00
Paul Pacheco
166b8c9467
perf: use byte[] directly instead of MemoryStream (#1618)
* perf: use byte[] directly instead of MemoryStream

* Optimize writing int32 and int64

* Update Assets/Mirror/Runtime/NetworkWriter.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkWriter.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkWriter.cs

* Start with bigger buffer

* Woops,  should have double checked suggestion

* Removed invalid Test

We should not require NetworkWriter to behave in certain way when Position
is set to out of bounds.

That is an invalid use of NetworkWriter, so NW should be free to do any behavior

* smells

* Update NetworkWriter.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-03-28 18:17:53 +01:00
vis2k
a4bd6e7e66
Examples: added 10k monsters benchmark (#1615)
* scene and 1bit from kenney

* tilemap

* slice sprites

* name some

* create empty tile

* 2d cam

* monster prefab

* 100 monsters

* monster netid

* rename

* zoom cam, 10k monsters

* resave scene for sceneids

* Monster script

* add transparent textures for monsters

* replace monster sprite with transparent

* scripts

* mvoed into benchmarks folder

* player sprite

* tilemap background

* player prefab

* health update
2020-03-28 13:03:19 +01:00
Paul Pacheco
3fb7559561 remove redundant code block 2020-03-27 17:25:33 -05:00
Paul Pacheco
f56471085f Fix typos in tests 2020-03-27 17:21:24 -05:00
Paul Pacheco
10813cb9eb Reduce cognitive complexity of GenerateClassOrStructReadFunction 2020-03-27 17:14:39 -05:00
Paul Pacheco
ef80575787 Remove redundant code block 2020-03-27 17:06:59 -05:00
Paul Pacheco
6587c1f7b9 Better comment 2020-03-27 17:03:40 -05:00
Paul Pacheco
1f8b27e927 Remove unused using 2020-03-27 17:02:59 -05:00
Lymdun
5d76afbe29
perf: Remove redundant mask (#1604) 2020-03-27 11:34:56 +01:00
Paul Pacheco
dbe1365329 fix naming convention 2020-03-26 23:15:09 -05:00
Paul Pacheco
1d4eed77ed Simplify getting methods 2020-03-26 19:28:17 -05:00
James Frowen
c6023c8275
unit test for IsActiveScene (#1597) 2020-03-27 00:22:46 +01:00
Paul Pacheco
c1cfc42181 perf: simplify and speed up getting methods in weaver 2020-03-26 17:35:15 -05:00
Paul Pacheco
ebc817028b reduce cognitive complexity of CheckForHookFunction 2020-03-26 17:35:15 -05:00
Paul Pacheco
c6e8717909 simplify getting attribute fields 2020-03-26 17:35:15 -05:00
Chris Langsenkamp
5146e95fe0 Udpated scene file 2020-03-26 18:15:44 -04:00
vis2k
6151edc730 rename test 2020-03-26 21:27:47 +01:00
vis2k
e059b23a7f
NetworkManager.StopHost stops client, then server. Seems more consistent this way. (#1602) 2020-03-26 21:10:16 +01:00
vis2k
678ac68b58
fix: #1515 - StopHost now invokes OnServerDisconnected for the host client too (#1601)
* fix: #1515 - StopHost now invokes OnServerDisconnected for the host client too

* avoid NullReferenceException when calling StopHost without StartHost

* test WIP

* test
2020-03-26 20:54:53 +01:00
Paul Pacheco
c8a1a5e56f
feat: now you can assign scenes even if not in Editor (#1576)
* feat: now you can assign scenes even if not in Editor

Instead of using scene name, scenes are now identified by path.
This fixes a couple problems:

1) In the room example, now you can assign the scenes even if they have
not been added to the editor.  This was a constant pain because if you
open the offlinescene, all the scenes got wiped.  You had to add the
scenes to the editor and reassign them all again.   With this PR you
will still need to add them to the editor, but they will remain
assigned.

2) It is possible for multiple scenes to have the same name,  but it is
not possible for multiple scenes to have the same path. So this is
a more robust way to identify scenes

This also greatly simplifies the scene SceneDrawer

BREAKING CHANGE: You will need to reassign your scenes after upgrade

* Automatically fix properties that were using name

If you open a NetworkManager or other gameobject that uses a scene name
it now gets converted to scene path by the SceneDrawer

* Use get scene by name

* Scene can never be null

* Update Assets/Mirror/Examples/AdditiveScenes/Scenes/MainScene.unity

* Issue warning if we drop the scene

* Issue error if scene is lost

* Add suggestion on how to fix the error

* Keep backwards compatibility, check for scene name

* cache the active scene

* Update Assets/Mirror/Editor/SceneDrawer.cs

Co-Authored-By: James Frowen <jamesfrowendev@gmail.com>

* GetSceneByName only works if scene is loaded

* Remove unused using

Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-03-26 17:49:47 +01:00
vis2k
8c6ae0f8b4
fix: #1599 - NetworkManager HUD calls StopHost/Server/Client depending on state. It does not call StopHost in all cases. (#1600) 2020-03-26 17:34:16 +01:00
Paul Pacheco
7a6b854179 Simplify finding custom attributes 2020-03-26 09:52:39 -05:00
Paul Pacheco
d530d7a1e4 Lists are not needed anymore 2020-03-26 07:50:16 -05:00
Paul Pacheco
97fe7a0a01 Simplify adding substitute methods 2020-03-26 07:46:15 -05:00
Paul Pacheco
9c4d172664 reduce Cognitive complexity 2020-03-26 00:36:15 -05:00
Paul Pacheco
486b094b22 reduce Cognitive complexity 2020-03-26 00:33:04 -05:00
Paul Pacheco
559cf80755 parameter name matches base class 2020-03-26 00:25:35 -05:00
Paul Pacheco
910aeab4eb fix smells 2020-03-26 00:24:20 -05:00
Paul Pacheco
3029467709 fix flaky test 2020-03-26 00:17:22 -05:00
Paul Pacheco
de768d142f Remove redundant if 2020-03-25 05:02:04 -05:00
Paul Pacheco
62525a9b4b Use List instead of yield return 2020-03-25 04:53:20 -05:00
Paul Pacheco
307807d68c Use List instead of yield return 2020-03-25 04:53:20 -05:00
vis2k
ad39ddc92f
NetworkTransform rotation compression removed. Gets rid of endless discussions, optimizations and issues. Sending a quaternion is never going to fail. (#1595)
* NetworkTransform rotation compression removed. Gets rid of endless discussions, optimizations and issues. Sending a quaternion is never going to fail.

* keep empty file

* keep empty file
2020-03-25 10:18:07 +01:00
Chris Langsenkamp
ef2f6b45bc Removed noisy warning and added reason in comments 2020-03-24 23:56:52 -04:00
Chris Langsenkamp
111ae51102 Room Example shows how to get Network Manager out of DontDestroyOnLoad 2020-03-24 22:04:54 -04:00
Chris Langsenkamp
d034ef616f feat: Added Virtual OnRoomStopServer to NetworkRoomManager and Script Template 2020-03-24 22:02:01 -04:00
Paul Pacheco
8026f6dcac unnest ifs 2020-03-24 20:17:03 -05:00
Paul Pacheco
0541b339ed Merge ifs, fix smells 2020-03-24 20:14:43 -05:00
Paul Pacheco
9c917c582e Remove unused using 2020-03-24 20:09:05 -05:00
Paul Pacheco
2a3470dfb4 Helpers should not be instantiated 2020-03-24 20:08:42 -05:00
Paul Pacheco
b740b2487b this is not code 2020-03-24 20:07:30 -05:00
Paul Pacheco
260e37cbb2 Reduce cognitive complexity of OnCompilationFinished 2020-03-24 20:04:34 -05:00
Paul Pacheco
6f04ff77d7 Remove commented out code 2020-03-24 20:02:49 -05:00
Paul Pacheco
48cf45b8ce Remove unused method 2020-03-24 20:01:55 -05:00
Paul Pacheco
f4bc7ca691 use same parameter name in override 2020-03-24 20:01:00 -05:00
Paul Pacheco
433818b440 Remove cognitive complexity of NetworkInformation
Split up large method,
Use static variables instead of fields
2020-03-24 19:58:39 -05:00
Chris Langsenkamp
85c4f1bcf1 Remove unused variable 2020-03-24 17:58:04 -04:00
vis2k
347cb5374d
fix: #1593 - NetworkRoomManager.ServerChangeScene doesn't destroy the world player before replacing the connection. otherwise ReplacePlayerForConnection removes authority form a destroyed object, causing all kidns of errors. The call wasn't actually needed. (#1594)
* fix: #1593 - NetworkRoomManager.ServerChangeScene destroys the world player after replacing the connection, not before. previously ReplacePlayerForConnection would operate on dead data.

* remove it entirely
2020-03-24 22:28:04 +01:00
Paul Pacheco
9a50fbd507 Remove redundant initialization 2020-03-24 15:59:17 -05:00
Paul Pacheco
9fe718e8d5 playerName -> PlayerName 2020-03-24 15:59:17 -05:00
Paul Pacheco
72de733a62 remove redundant initialization 2020-03-24 15:59:17 -05:00
Paul Pacheco
1be3333905 Move ResolveMethod together 2020-03-24 15:59:17 -05:00
Paul Pacheco
25b13f83c2 CheckDLLPath -> CheckDllPath 2020-03-24 15:59:17 -05:00
Paul Pacheco
f74abc8f86 UnityEngineDLLDirectoryName -> UnityEngineDllDirectoryName 2020-03-24 15:59:17 -05:00
Paul Pacheco
e83daa8c5c drawSyncList -> DrawSyncList 2020-03-24 15:59:17 -05:00
MrGadget
c796116758
Remove Usage of LAN in HUD and Docs (#1592)
* Remove usage of LAN in HUD and docs

* Server + Client

* Host (Server + Client)

* HUD Image
2020-03-24 21:55:18 +01:00
Paul Pacheco
4c15fcf771 fix naming conventions 2020-03-24 15:25:54 -05:00
Paul Pacheco
6968234689 Reduce cognitive complexity of OnPostProcessScene
Fixes smell found by sonar qube
No code changes, just split into 2 functions
2020-03-24 15:20:42 -05:00
Paul Pacheco
e841aa9bf7 merge ifs 2020-03-24 15:10:32 -05:00
Paul Pacheco
9cc67938c3 remove redundant cast 2020-03-24 15:08:29 -05:00
Paul Pacheco
2d554d446e Reduce cognitive complexity of RebuildObservers
Identified as a smell by sonar qube
No logic changes, just refactor the code into a separate functions
2020-03-24 14:52:19 -05:00
Chris Langsenkamp
f084706bdf Scene meta update 2020-03-24 15:28:34 -04:00
Paul Pacheco
c69ae75d6a simplify parameter change 2020-03-24 13:47:10 -05:00
Paul Pacheco
aba028e74b Reduce cognitive complexity of NetworkRoomPlayer.OnGUI
fixes code smell in SQ, no behavior change,  just split the method into
smaller methods
2020-03-24 12:52:02 -05:00
Paul Pacheco
102a8822b0 fix smell discard unused parameter 2020-03-24 12:52:02 -05:00
Paul Pacheco
e8c9d7951d test that we cannot unpack the wrong message 2020-03-24 10:37:54 -05:00
Paul Pacheco
a7ab26fa7d Simplify tests 2020-03-24 08:31:19 -05:00
Paul Pacheco
4a9dca3c1c Simplify tests 2020-03-24 08:16:19 -05:00
Paul Pacheco
1362b80eb4 A test should only test one thing 2020-03-24 08:11:42 -05:00
Paul Pacheco
f6bb3a9f06 use Assert.Throws 2020-03-24 08:09:41 -05:00
Paul Pacheco
2714be3869 Remove unused using 2020-03-24 08:04:42 -05:00
Paul Pacheco
3321dd8a95 Move NSubstitute to common folder, It will be used in play mode tests 2020-03-24 08:03:22 -05:00
Paul Pacheco
19a17c15b9 MemoryTransport is only for tests 2020-03-24 08:01:39 -05:00
vis2k
9e26b26689
NetworkIdentity.isServer simplified via one flag instead of helper variable + netId check. When isServer is set in OnStartServer, netId is set to != 0 in any case, so the previous check was unnecessary. (#1590)
* NetworkIdentity.isServer simplified via one flag instead of helper variable + netId check

* simplify teardowns

* NetworkIdentityTests can set isServer directly now

* networkbehaviourtests simplified

* NetworkServerTests can set isServer directly now

* remove comment
2020-03-24 11:25:04 +01:00
vis2k
9d088bc942
fix #1484: isServer state in NetworkIdentity is not dependent on NetworkServer.active anymore. Fixes a bug where isServer was already false in OnDestroy, but we sometimes still need it there to save a player etc. Also added a test to prevent it in the future. (#1585)
* fix #1484: revert isServer simplifiy. Fixes a bug where isServer was already false in OnDestroy, but we need sometimes still need it there to save skillbars etc.

* update comment
2020-03-24 11:07:40 +01:00
vis2k
2f87f3cca7 Runtime tests setup 2020-03-24 10:52:14 +01:00
Paul Pacheco
613356a6d0 fix smell, call parameter the same as base method 2020-03-23 10:29:45 -05:00
Paul Pacheco
0beba4dd2b fix smell, call parameter the same as base method 2020-03-23 10:28:49 -05:00
Paul Pacheco
f4a8692873 fix smell, keep parameter name in override 2020-03-23 10:27:51 -05:00
Paul Pacheco
bb655de71b fix smell keep overloaded methods together 2020-03-23 10:26:25 -05:00
Paul Pacheco
3a73a11a55 fix smell, use pascal case 2020-03-23 10:22:06 -05:00
Paul Pacheco
effb05e732 fix smells 2020-03-23 10:21:45 -05:00
James Frowen
cf55333a07
fix: overriden hooks are invoked (fixes #1581) (#1584)
* failing tests for virutal methods used by syncvar hook

* replacing Assert.fail to stop OnDeserialize failed error

* adding tests to make sure classes are set up correctly

* fix: call overriden hooks

Use a virtual call for hooks.  fixes #1581

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-03-23 14:06:24 +01:00
James Frowen
c7c3ee4ab9
Tests for SyncLists that use structs (#1583) 2020-03-22 17:05:50 -05:00
Paul Pacheco
addf847675
Move comments to previous line (#1579)
* Move comments to the previous Lines

We have a mix of comments at on the previous line and at the end of
the line. We need to "pick one way and stick with it".

Per the C# code guidelines, comments go on the previous line. See here:
https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions

This also makes pull requests more readable since comments are less
likely to wrap

There are no code changes here, just a search and replace for all comments

This also makes cloc counts more accurate as it can better determine
how many lines of comments vs code we have

* Update Assets/Mirror/Components/NetworkTransformBase.cs

* Update Assets/Mirror/Examples/ListServer/ListServer.cs

* Update Assets/Mirror/Tests/Editor/WeaverTests~/TestingScriptableObjectArraySerialization.cs

* Update Assets/Mirror/Tests/Editor/WeaverTests~/TestingScriptableObjectArraySerialization.cs
2020-03-21 19:31:10 +01:00
MrGadget
b627779acd
fix: Make SendToReady non-ambiguous (#1578) 2020-03-21 11:33:35 -05:00
James Frowen
ad10ca115e
Weaver test for adding guard code (#1574)
* Adding check to make sure weaver adds code

* tests for network behaviour

* marking methods as static

* adding comment to method body

* making Weaver internal

* replacing string
2020-03-21 16:03:48 +01:00
James Frowen
0eb180555d
Fixing exceptions (#1569)
* removing another use of serializedObject

breaks when target is null

* adding check if target is NetworkBehaviour

* moving check from OnInspectorGUI
2020-03-21 14:46:02 +01:00
MrGadget
3156504270
fix: Added LogFilter.Debug check in a few places (#1575) 2020-03-21 14:42:33 +01:00
Chris Langsenkamp
4d827cd9f6 fix: comment punctuation 2020-03-20 20:30:35 -04:00
Chris Langsenkamp
cedbd8fb7a Make roomPlayerPrefab protected so it can be referenced in derived classes 2020-03-20 20:23:16 -04:00
Chris Langsenkamp
a8c4d6682e Fixed Template 2020-03-20 19:22:38 -04:00
James Frowen
d9cc73eabe
moving code to its own class (#1573)
* moving code to its own class

* using code suggestions
2020-03-20 22:21:01 +01:00
Paul Pacheco
59687675c9 Fix sonarqube null warning
Once upon a time, connections could be null here.  This is no longer
the case, connections always have something,

Even if they were null,  this method would not work at all because
the conn.Send call at the bottom would throw NRE.

Therefore the null checks here are unnecesary
2020-03-20 08:01:33 -05:00
FirstGearGames
57eff86e3f
Change LogError to Log. Added more details. (#1545)
Since messages behave similar to events and given the process is not technically breaking, using LogError seems incorrect. Using Log, maybe LogWarning would be more appropriate. Added additional text to clarify why the user may be seeing that log entry.
2020-03-20 10:56:02 +01:00
James Frowen
e040e6dc85
Removing use of serialized object (#1568)
using serializedObject causes AgumentException if target is null
2020-03-19 21:56:34 -05:00
James Frowen
c7c3ea8e0f
Moving draw synclist to class (#1566)
creating SyncListDrawer
2020-03-19 21:32:00 -05:00
James Frowen
a520c0e41d
Simplifying get type (#1567)
* adding IsParameterControlledByCurve check

* Simplifying GetType

Adding Warning because target is only null is something has gone wrong

* removing serializedObject.update

we dont use any values from serializedObject so we dont need to call update
2020-03-19 21:31:08 -05:00
James Frowen
421832f650
Cleaning up network behaviour inspector (#1565)
split large method into smaller ones
2020-03-19 20:46:53 -05:00
James Frowen
cc4032e236
Adding header before sync list (#1564)
matches untiy's Header style
2020-03-19 20:04:48 -05:00
James Frowen
55107115c6
feat: SyncSet and SyncDictionary now show in inspector (#1561)
SyncSet and SyncDictionary now show in inspector
2020-03-19 20:02:51 -05:00
Paul Pacheco
6b0fa18e0f Remove unused HideScriptField 2020-03-19 19:28:47 -05:00
Paul Pacheco
5571716749 Remove unused initialize field 2020-03-19 19:25:33 -05:00
James Frowen
b8c87d9053
fix: show private serializable fields in network behavior inspector (#1557)
* adding IsParameterControlledByCurve check

* Adding all visible syncvar fields to syncVarNames

old code only included public sync var fields
new code includes public and private fields with "SerializeField"

* adding comment

* adding method comment

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-03-19 18:52:31 -05:00
James Frowen
55767bb54d
Fixing syncs anything (#1560)
* adding IsParameterControlledByCurve check

* Fixing SyncsAnything

old code would not work with custom SyncObjects
2020-03-19 18:40:57 -05:00
James Frowen
98ecf7b647
Moving initialize code to onenable (#1558)
* adding IsParameterControlledByCurve check

* Moving Init code to OnEnable

the initialized bool is redundant

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-03-19 18:36:37 -05:00
James Frowen
b4ff4f2ce1
Using draw default inspector (#1559)
* adding IsParameterControlledByCurve check

* using DrawDefaultInspector

Now that SyncVar has a drawer this code is redundant
2020-03-19 18:29:55 -05:00
Chris Langsenkamp
e946c79194 fix: Fixed ClienRpc typos 2020-03-18 19:02:58 -04:00
James Frowen
cf8b979cce
adding IsParameterControlledByCurve check (#1547) 2020-03-18 17:30:16 +01:00
MrGadget
2d1b142276
fix: Prevent Double Call of NetworkServer.Destroy (#1554)
* fix: Prevent Double Call of NetworkServer.Destroy

* doc: Updated ChangeLog

* Extended comments and added LogWarning
2020-03-18 17:25:22 +01:00
James Frowen
35d7c9ddb4
adding PropertyDrawer for syncvar (#1552)
This fixing position of label with HeaderAttribute
This will also make sure that label is shown for all visable fields
2020-03-18 09:36:10 +01:00
Chris Langsenkamp
6f617f92e3 Added Tooltips and Headers to NetworkRoomManager and NetworkRoomPlayer 2020-03-17 23:47:57 -04:00
Chris Langsenkamp
a4ffcbe280 fix: Updated NetworkRoomPlayer inspector and doc and image 2020-03-17 19:22:53 -04:00
MrGadget
46c80bdc2e
Reverted 6431c28a (#1553) 2020-03-17 19:08:47 -04:00
vis2k
4faec29559
removed obsoletes (#1542)
* lobby

* networkroommanager

* networkanimatoreditor

* networkidentityeditor

* preprocessordefine

* clientscene

* customattributes

* localclient

* messages

* networkbehaviour

* networkclient

* networkconnection

* networkidentity

* networkmanager

* networkserver

* networkwriter

* syncdictionary

* synclist

* unetwork

* transport

* networkmessage

* remove leftover obsoletes

* NetworkServer

* NetworkManager

* NetworkRoomManager

* NetworkRoomManager

* AddPlayerMessage

* NetworkLobbyManager & NetworkLobbyPlayer

* PreprocessorDefine

* Removed usings

* Commented test class

* Restored NetworkMessage as empty file

* Removed SyncVarSTRUCT tests

* Removed SyncVarSTRUCT tests

Co-authored-by: Chris Langsenkamp <chris@clevertech.net>

leaving a few ones still in there:

addplayermessage
llapi because still useful
networkbehaviour.getrpchandler for networkprofiler

BREAKING CHANGE: removed obsoletes
2020-03-17 15:25:36 -05:00
Chris Langsenkamp
7bd137847d Added Deprecated Comment 2020-03-17 11:03:00 -04:00
Paul Pacheco
658847b096
fix: Command and Rpc debugging information (#1551)
When replacing command and rpc methods,  we now correctly move over
the debugging information.

Now you can put breakpoints in commands and Rpc

Should fix #1550
2020-03-16 18:50:14 -05:00
Paul Pacheco
0b84d4c5e1 fix: Report correct channel to profiler in SendToObservers 2020-03-15 11:54:39 -05:00
vis2k
20a2d09d07 fix: NetworkBehaviour.SyncVarNetworkIdentityEqual made protected again so that Weaver finds it again 2020-03-09 21:54:19 +01:00
vis2k
165a1dd94c fix: NetworkBehaviour.SyncVarGameObjectEqual made protected again so that Weaver finds it again 2020-03-09 21:51:17 +01:00
vis2k
76dd0c83bf syntax 2020-03-09 16:50:32 +01:00
vis2k
c928ef2353 syntax 2020-03-09 16:39:31 +01:00
vis2k
5801051a29 Weaver Helpers: remove unused AddSearchDirectoryHelper 2020-03-09 16:23:51 +01:00
vis2k
a26a0a39e2 syntax 2020-03-09 16:22:27 +01:00
vis2k
eb4ccd54b7 syntax 2020-03-09 16:21:36 +01:00
vis2k
83c8beac5e NetworkClientTests: Send 2020-03-09 11:23:28 +01:00
vis2k
df0ec137d0 NetworkClientTests: DisconnectInHostMode 2020-03-09 11:12:22 +01:00
vis2k
53165d2096 NetworkClientTests: ConnectUri 2020-03-09 11:05:59 +01:00
vis2k
572866410f Tests: MemoryTransport server connection id changed from 0 to 1 because 0 is reserved for localhost and will be rejected 2020-03-09 11:05:48 +01:00
vis2k
fe94b74009 Tests: MemoryTransport LateUpdate exposed so we can process messages 2020-03-09 11:05:19 +01:00
vis2k
f26ba488b8 NetworkClientTests: isConnected 2020-03-09 10:51:41 +01:00
vis2k
f9b8914e6d NetworkClientTests: serverIp 2020-03-09 10:47:44 +01:00
Chris Langsenkamp
4b27388771 Removed StartHost from ScriptTemplate 2020-03-08 11:19:13 -04:00
Paul Pacheco
f1860e3db9 test: test for obsolete should also be obsolete 2020-03-08 09:12:10 -05:00
vis2k
b74ef10780 NetworkBehaviourTests: OnStartLocalPlayer 2020-03-07 20:50:55 +01:00
vis2k
d48ab55ede NetworkBehaviourTests: OnStartClient 2020-03-07 20:50:01 +01:00
vis2k
ad0788fb95 NetworkBehaviourTests: OnNetworkDestroy 2020-03-07 20:48:42 +01:00
vis2k
35ab00f4eb NetworkBehaviourTests: SerializeAndDeserializeObjectsAll 2020-03-07 20:42:52 +01:00
vis2k
d703072768 NetworkBehaviour.DeSerializeObjectsDelta made internal so it can be tested 2020-03-07 20:42:42 +01:00
vis2k
d5b7802ae3 NetworkBehaviourTests: SerializeAndDeserializeObjectsAll 2020-03-07 20:38:58 +01:00
vis2k
2ff53580ba NetworkBehaviour: DeSerializeObjectsAll made internal so we can test it 2020-03-07 20:38:46 +01:00
vis2k
07530a301f NetworkBehaviourTests: DirtyObjectBits 2020-03-07 20:31:30 +01:00
vis2k
a4e0b32713 NetworkBehaviour.DirtyObjectBits made internal so it can be tested 2020-03-07 20:31:19 +01:00
vis2k
f12048a5c8 NetworkBehaviourTests: ClearAllDirtyBitsClearsSyncObjectsDirtyBits 2020-03-07 20:21:06 +01:00
vis2k
81c86d3d80 NetworkBehaviourTests: ClearAllDirtyBitsClearsSyncVarDirtyBits 2020-03-07 20:15:57 +01:00
vis2k
258d3bed02 NetworkBehaviourTests: GetSyncVarNetworkIdentityOnClientNull 2020-03-07 18:57:06 +01:00
vis2k
29035aaa7e NetworkBehaviourTests: GetSyncVarNetworkIdentityOnClient 2020-03-07 18:56:54 +01:00
vis2k
c84cbe38de NetworkBehaviourTests: GetSyncVarNetworkIdentityOnServerNull 2020-03-07 18:56:45 +01:00
vis2k
ed71ab0824 NetworkBehaviourTests: GetSyncVarNetworkIdentityOnServer 2020-03-07 18:56:34 +01:00
vis2k
b81a48ff36 NetworkBehaviourTests: SetSyncVarNetworkIdentityZeroNetId 2020-03-07 18:54:04 +01:00
vis2k
abcecf1eaf NetworkBehaviourTests: SetSyncVarNetworkIdentityNull 2020-03-07 18:53:56 +01:00
vis2k
356a054109 NetworkBehaviourTests: SetSyncVarNetworkIdentityWithValidObject 2020-03-07 18:53:47 +01:00
vis2k
006d3d5660 NetworkBehaviourTests: GetSyncVarGameObjectOnClientNull 2020-03-07 18:36:47 +01:00
vis2k
01a16581b3 NetworkIdentityTests: GetSyncVarGameObjectOnClient 2020-03-07 18:35:26 +01:00
vis2k
8acdd76699 NetworkBehaviourTests: GetSyncVarGameObjectOnServerNull 2020-03-07 18:31:28 +01:00
vis2k
c6c1a36559 NetworkBehaviourTests: GetSyncVarGameObjectOnServer 2020-03-07 18:29:54 +01:00
vis2k
f51e587c67 remove old empty Telepathy.dll + meta file. This causes a confusing 'failed to parse meta file' warning in Unity 2019.3, and we don't need it anymore anyway. UNET never had Telepathy. 2020-03-07 18:02:44 +01:00
vis2k
7006313aad NetworkBehaviourTests: SetSyncVarGameObjectZeroNetId 2020-03-07 18:00:12 +01:00
vis2k
9ff2a60e7a NetworkBehaviourTests: SetSyncVarGameObjectWithoutNetworkIdentity 2020-03-07 17:57:04 +01:00
vis2k
be422c9fda NetworkBehavourTests: SetSyncVarGameObjectNull 2020-03-07 17:40:45 +01:00
vis2k
ab8da21853 tests: syncInterval 0 for isdirty to work 2020-03-07 17:40:37 +01:00
vis2k
87eecc5d3f clean up too 2020-03-07 17:38:16 +01:00
vis2k
971a499a82 NetworkBehaviourTests: SetSyncVarGameObjectWithValidObject 2020-03-07 17:36:42 +01:00
vis2k
9687168ea4 NetworkBehaviourTests: SyncVarNetworkIdentityEqualUnspawnedIdentityZeroNetIdIsTrue 2020-03-07 14:55:22 +01:00
vis2k
e4e540c602 NetworkBehaviourTests: SyncVarNetworkIdentityEqualUnspawnedIdentity 2020-03-07 14:55:20 +01:00
vis2k
a9f83bb8bc NetworkBehaviourTests: SyncVarNetworkIdentityEqualValidIdentityWithSameNetId 2020-03-07 14:55:18 +01:00
vis2k
1408e8de42 NetworkBehaviourTests: SyncVarNetworkIdentityEqualValidIdentityWithDifferentNetId 2020-03-07 14:55:16 +01:00
vis2k
c9a3a0dceb NetworkBehaviourTests: SyncVarNetworkIdentityEqualNull 2020-03-07 14:55:14 +01:00
vis2k
f9c9e140f5 NetworkBehaviourTests: SyncVarNetworkIdentityEqualZeroNetIdNullIsTrue 2020-03-07 14:55:11 +01:00
vis2k
cdf86ee3c8 NetworkBehaviour.SyncVarNetworkIdentityEqual made internal so it can be tested. will be made static soon anyway. 2020-03-07 14:55:09 +01:00
vis2k
a67db0df86 NetworkBehaviourTests: SyncVarGameObjectEqualUnspawnedGOZeroNetIdIsTrue 2020-03-07 14:45:54 +01:00
vis2k
b400f4a04a NetworkBehaviourTests: SyncVarGameObjectEqualUnspawnedGO 2020-03-07 14:45:51 +01:00
vis2k
5506503da4 NetworkBehaviourTests: SyncVarGameObjectEqualValidGOWithSameNetId 2020-03-07 14:45:49 +01:00
vis2k
a3ae46f8f4 NetworkBehaviourTests: SyncVarGameObjectEqualValidGOWithDifferentNetId 2020-03-07 14:45:47 +01:00
vis2k
46a13a2c2a NetworkBehaviourTests: SyncVarGameObjectEqualZeroNetIdAndGOWithoutIdentityComponentIsTrue 2020-03-07 14:45:45 +01:00
vis2k
8edad03328 NetworkBehaviourTests: SyncVarGameObjectEqualZeroNetIdNull 2020-03-07 14:45:43 +01:00
vis2k
08f426970a NetworkBehaviourTests: SyncVarGameObjectEqualWithoutIdentityComponent 2020-03-07 14:45:41 +01:00
vis2k
949ce8288c NetworkBehaviourTests: SyncVarGameObjectEqualNull 2020-03-07 14:45:39 +01:00
vis2k
fa707832a9 NetworkBehaviour.SyncVarGameObjectEqual made internal so we can test it. We will make this static soon anyway. 2020-03-07 14:45:37 +01:00
vis2k
7c4ea0d08b NetworkBehaviour.GetRpcHandler renamed to GetDelegate 2020-03-07 14:01:57 +01:00
vis2k
bf1ac3279b improve previous test 2020-03-07 13:58:52 +01:00
vis2k
3acdd97fee NetworkBehaviourTests: GetRpcHandler 2020-03-07 13:56:09 +01:00
vis2k
cdd7055b66 clean up last test too 2020-03-07 13:50:45 +01:00
vis2k
00ef376f2d NetworkBehaviourTests: RegisterDelegate improved 2020-03-07 13:48:20 +01:00
vis2k
f22188ff0b NetworkBehaviourTests: RegisterDelegateDoesntOverwrite 2020-03-07 13:43:35 +01:00
vis2k
7071794e46 NetworkBehaviour.InvokeDelegate: fix error message saying the same function twice instead of the new function 2020-03-07 13:43:27 +01:00
vis2k
88640c9d89 NetworkBehaviour.RegisterDelegate: improve syntax 2020-03-07 13:43:00 +01:00
vis2k
ab1211b287 NetworkBehaviourTests: InvokeSyncEvent 2020-03-06 16:29:23 +01:00
vis2k
05c2a13e02 NetworkBehaviourTests: SendEventInternal 2020-03-06 16:27:46 +01:00