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25 Commits

Author SHA1 Message Date
MrGadget
c7b7fbc33e
Merge 83fd6cbc20 into 451c297a43 2024-11-14 01:06:34 +02:00
miwarnec
451c297a43 NTHybrid: fix name and Unity 2019 support
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2024-11-11 16:58:42 +01:00
JesusLuvsYooh
1e04c9833b
Updated Server/Client attribute help text. (#3942)
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Hopefully adds additional support in preventing confusion.
2024-11-11 13:06:29 +01:00
Robin Rolf
1187a59b18
fix: NetworkIdentity component bitmask shifting overflows (#3941)
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* Failing test for netid bitmask shifting

* Fix netid bitmask shifting typing

Otherwise it uses ints and overflows when shifting more than 32
2024-11-09 17:45:35 +01:00
mischa
499e4daea3
feat: NetworkTransformHybrid - Hybrid Sync Part 1 (#3937)
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* hybrid nt

* fix mrg grid issue; fix unreliable sending just because baseline changed

* comment onserialize baseline

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* nthybrid: debug draw data points

* debug draw: drops

* nthybrid: OnServerToClient checks for host mode first to avoid noise!

* nthybrid: OnClientToServer check ordering

* fix: don't apply any hybrid rpcs in host mode, fixes overwriting client's data points

* icon

* syntax

* don't pass Vector3? and QUaternion?

* remove unused

* comments

* cleanup

* cleanups

* comments

* cleanup: remove ContructSnapshot

* syncScale

* comment

* remove custom change

---------

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2024-11-07 17:59:34 +01:00
MrGadget
04bb95311b fix(PlayerTest): Added PlayerName labels to prefabs
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2024-11-02 18:30:10 -04:00
MrGadget
e9a8e02a40 fix(PlayerCamera): Improved cleanup
- avoids error in editor
2024-11-02 18:29:05 -04:00
MrGadget
bb97db4eaa chore(CI): RunUnityTests - updated unityVersion 2024-11-01 15:05:14 -04:00
MrGadget
e7b3aa77df fix(Extentions): GetLocalPositionAndRotation and SetLocalPositionAndRotation 2024-10-29 17:43:44 -04:00
MrGadget
f61524863e fix: Cleanup after PR #3935 2024-10-29 10:46:43 -04:00
mischa
af133e6110
fix: #2802 NetworkManager uses OnDestroy for shutdown instead of OnApplicationQuit (#3935)
* fix: #2802 NetworkManager uses OnDestroy for shutdown instead of OnApplicationQuit

* imer feedback

---------

Co-authored-by: mischa <info@noobtuts.com>
2024-10-29 15:06:44 +01:00
mischa
a9d280cd4b fix: #3785 NetworkIdentity.OnDestroy verifies spawned[netId] before removing 2024-10-29 10:54:30 +01:00
mischa
c4f803fcf6 fix: #3301 Read/Write HashSet<T> support is now detected by Weaver 2024-10-29 09:47:33 +01:00
MrGadget
83fd6cbc20 Merged master 2024-04-13 19:00:49 -04:00
MrGadget
7821e24789 Merged master 2024-01-29 02:14:35 -05:00
MrGadget
ceaa63dad1 Merged master 2024-01-22 06:27:52 -05:00
MrGadget
c719049888 Disable log 2024-01-17 04:50:47 -05:00
MrGadget
dd4f345cb6 Better naming 2024-01-17 04:50:06 -05:00
MrGadget
60a186c5f2 Comments 2024-01-17 04:38:24 -05:00
MrGadget
035afd140e Better naming 2024-01-15 18:39:31 -05:00
MrGadget
8df429d474 NetworkInformationPreview: fixed styles 2024-01-15 17:14:15 -05:00
MrGadget
8de9789faa Renamed netIdPool to netIdQueue 2024-01-15 17:01:52 -05:00
MrGadget
387be93703 Renamed poolNetworkIds to reuseNetworkIds
- Also changed header and range upper limit
2024-01-13 16:22:07 -05:00
MrGadget
3436df7ca4 Can't use TryPeek in older Unity 2024-01-12 12:24:45 -05:00
MrGadget
668dc91ffb feat(NetworkIdentity): Reuse Network IDs
- Uses a Queue (FIFO) with delay time in seconds
- Configurable in Network Manager (Enabled & Delay)
- Pool shown in NI Info Panel
2024-01-12 11:37:14 -05:00
29 changed files with 2586 additions and 132 deletions

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@ -16,7 +16,7 @@ jobs:
- 2021.3.45f1
- 2022.3.51f1
- 2023.2.20f1
- 6000.0.24f1
- 6000.0.25f1
steps:
- name: Checkout repository

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,11 @@
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MonoImporter:
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userData:
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@ -48,28 +48,28 @@ public class TargetRpcAttribute : Attribute
}
/// <summary>
/// Prevents clients from running this method.
/// <para>Prints a warning if a client tries to execute this method.</para>
/// Only an active server will run this method.
/// <para>Prints a warning if a client or in-active server tries to execute this method.</para>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class ServerAttribute : Attribute {}
/// <summary>
/// Prevents clients from running this method.
/// Only an active server will run this method.
/// <para>No warning is thrown.</para>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class ServerCallbackAttribute : Attribute {}
/// <summary>
/// Prevents the server from running this method.
/// <para>Prints a warning if the server tries to execute this method.</para>
/// Only an active client will run this method.
/// <para>Prints a warning if the server or in-active client tries to execute this method.</para>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class ClientAttribute : Attribute {}
/// <summary>
/// Prevents the server from running this method.
/// Only an active client will run this method.
/// <para>No warning is printed.</para>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]

View File

@ -269,17 +269,52 @@ internal static void ResetClientStatics()
internal static void ResetServerStatics()
{
reuseNetworkIds = true;
reuseDelay = 1;
netIdQueue.Clear();
nextNetworkId = 1;
}
/// <summary>Gets the NetworkIdentity from the sceneIds dictionary with the corresponding id</summary>
public static NetworkIdentity GetSceneIdentity(ulong id) => sceneIds[id];
#region Network ID Reuse
internal static bool reuseNetworkIds = true;
internal static byte reuseDelay = 1;
internal struct ReusableNetworkId
{
public uint reusableNetId;
public double timeAvailable;
}
// pool of NetworkIds that can be reused
internal static readonly Queue<ReusableNetworkId> netIdQueue = new Queue<ReusableNetworkId>();
static uint nextNetworkId = 1;
internal static uint GetNextNetworkId() => nextNetworkId++;
internal static uint GetNextNetworkId()
{
// Older Unity versions don't have TryPeek.
if (reuseNetworkIds && netIdQueue.Count > 0 && netIdQueue.Peek().timeAvailable < NetworkTime.time)
{
ReusableNetworkId nextNetId = netIdQueue.Dequeue();
//Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, null, $"[GetNextNetworkId] Reusing NetworkId {nextNetId.reusableNetId}.");
return nextNetId.reusableNetId;
}
return nextNetworkId++;
}
/// <summary>Resets nextNetworkId = 1</summary>
public static void ResetNextNetworkId() => nextNetworkId = 1;
public static void ResetNextNetworkId()
{
netIdQueue.Clear();
nextNetworkId = 1;
}
#endregion
/// <summary>The delegate type for the clientAuthorityCallback.</summary>
public delegate void ClientAuthorityCallback(NetworkConnectionToClient conn, NetworkIdentity identity, bool authorityState);
@ -633,6 +668,9 @@ void OnDestroy()
NetworkServer.Destroy(gameObject);
}
if (isServer && reuseNetworkIds && netId > 0)
netIdQueue.Enqueue(new ReusableNetworkId { reusableNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
if (isLocalPlayer)
{
// previously there was a bug where isLocalPlayer was
@ -671,7 +709,24 @@ void OnDestroy()
// if an identity is still in .spawned, remove it too.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3324
NetworkClient.spawned.Remove(netId);
//
// however, verify that spawned[netId] is this NetworkIdentity
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3785
// - server: netId=42 walks out of and back into AOI range in same frame
// - client frame 1:
// on_destroymsg(42) -> NetworkClient.DestroyObject -> GameObject.Destroy(42) // next frame
// on_spawnmsg(42) -> NetworkClient.SpawnPrefab -> Instantiate(42) -> spawned[42]=new_identity
// - client frame 2:
// Unity destroys the old 42
// NetworkIdentity.OnDestroy removes .spawned[42] which is new_identity not old_identity
// new_identity becomes orphaned
//
// solution: only remove if spawned[netId] is this NetworkIdentity or null
if (NetworkClient.spawned.TryGetValue(netId, out NetworkIdentity entry))
{
if (entry == this || entry == null)
NetworkClient.spawned.Remove(netId);
}
}
// workaround for cyclid NI<->NB reference causing memory leaks
@ -846,7 +901,7 @@ internal void OnStopLocalPlayer()
for (int i = 0; i < components.Length; ++i)
{
NetworkBehaviour component = components[i];
ulong nthBit = (1u << i);
ulong nthBit = 1ul << i;
bool dirty = component.IsDirty();
@ -893,7 +948,7 @@ ulong ClientDirtyMask()
// on client, only consider owned components with SyncDirection to server
NetworkBehaviour component = components[i];
ulong nthBit = (1u << i);
ulong nthBit = 1ul << i;
if (isOwned && component.syncDirection == SyncDirection.ClientToServer)
{
@ -911,7 +966,7 @@ ulong ClientDirtyMask()
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static bool IsDirty(ulong mask, int index)
{
ulong nthBit = (ulong)(1 << index);
ulong nthBit = 1ul << index;
return (mask & nthBit) != 0;
}
@ -1310,7 +1365,14 @@ internal void ResetState()
isOwned = false;
NotifyAuthority();
netId = 0;
if (netId > 0)
{
if (reuseNetworkIds)
netIdQueue.Enqueue(new ReusableNetworkId { reusableNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
netId = 0;
}
connectionToServer = null;
connectionToClient = null;

View File

@ -47,6 +47,13 @@ public class NetworkManager : MonoBehaviour
// [Tooltip("Client broadcasts 'sendRate' times per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.")]
// public int clientSendRate = 30; // 33 ms
[Header("Network ID Reuse")]
[Tooltip("Reuse network IDs when objects are unspawned or destroyed?")]
public bool reuseNetworkIds = true;
[Range(1, 60)]
[Tooltip("Delay in seconds before network IDs are reused")]
public byte reuseDelay = 1;
/// <summary>Automatically switch to this scene upon going offline (on start / on disconnect / on shutdown).</summary>
[Header("Scene Management")]
[Scene]
@ -290,6 +297,10 @@ void SetupServer()
NetworkServer.disconnectInactiveTimeout = disconnectInactiveTimeout;
NetworkServer.exceptionsDisconnect = exceptionsDisconnect;
// Setup reuseable network IDs
NetworkIdentity.reuseNetworkIds = reuseNetworkIds;
NetworkIdentity.reuseDelay = reuseDelay;
if (runInBackground)
Application.runInBackground = true;
@ -634,31 +645,6 @@ public void StopClient()
NetworkClient.Disconnect();
}
// called when quitting the application by closing the window / pressing
// stop in the editor. virtual so that inheriting classes'
// OnApplicationQuit() can call base.OnApplicationQuit() too
public virtual void OnApplicationQuit()
{
// stop client first
// (we want to send the quit packet to the server instead of waiting
// for a timeout)
if (NetworkClient.isConnected)
{
StopClient();
//Debug.Log("OnApplicationQuit: stopped client");
}
// stop server after stopping client (for proper host mode stopping)
if (NetworkServer.active)
{
StopServer();
//Debug.Log("OnApplicationQuit: stopped server");
}
// Call ResetStatics to reset statics and singleton
ResetStatics();
}
/// <summary>Set the frame rate for a headless builds. Override to disable or modify.</summary>
// useful for dedicated servers.
// useful for headless benchmark clients.
@ -772,12 +758,41 @@ public static void ResetStatics()
singleton = null;
}
// virtual so that inheriting classes' OnDestroy() can call base.OnDestroy() too
// called when quitting the application by closing the window / pressing
// stop in the editor.
// use OnDestroy instead of OnApplicationQuit:
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2802
public virtual void OnDestroy()
{
//Debug.Log("NetworkManager destroyed");
// stop client first
// (we want to send the quit packet to the server instead of waiting
// for a timeout)
if (NetworkClient.isConnected)
{
StopClient();
//Debug.Log("OnApplicationQuit: stopped client");
}
// stop server after stopping client (for proper host mode stopping)
if (NetworkServer.active)
{
StopServer();
//Debug.Log("OnApplicationQuit: stopped server");
}
// Call ResetStatics to reset statics and singleton
ResetStatics();
}
// [Obsolete] in case someone is inheriting it.
// don't use this anymore.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2802
// DEPRECATED 2024-10-29
[Obsolete("Override OnDestroy instead of OnApplicationQuit.")]
public virtual void OnApplicationQuit() {}
/// <summary>The name of the current network scene.</summary>
// set by NetworkManager when changing the scene.
// new clients will automatically load this scene.

View File

@ -313,8 +313,6 @@ public static List<T> ReadList<T>(this NetworkReader reader)
// structs may have .Set<T> members which weaver needs to be able to
// fully serialize for NetworkMessages etc.
// note that Weaver/Readers/GenerateReader() handles this manually.
// TODO writer not found. need to adjust weaver first. see tests.
/*
public static HashSet<T> ReadHashSet<T>(this NetworkReader reader)
{
// we offset count by '1' to easily support null without writing another byte.
@ -334,7 +332,6 @@ public static HashSet<T> ReadHashSet<T>(this NetworkReader reader)
}
return result;
}
*/
public static T[] ReadArray<T>(this NetworkReader reader)
{

View File

@ -365,28 +365,25 @@ public static void WriteList<T>(this NetworkWriter writer, List<T> list)
// structs may have .Set<T> members which weaver needs to be able to
// fully serialize for NetworkMessages etc.
// note that Weaver/Writers/GenerateWriter() handles this manually.
// TODO writer not found. need to adjust weaver first. see tests.
// /*
// public static void WriteHashSet<T>(this NetworkWriter writer, HashSet<T> hashSet)
// {
// // we offset count by '1' to easily support null without writing another byte.
// // encoding null as '0' instead of '-1' also allows for better compression
// // (ushort vs. short / varuint vs. varint) etc.
// if (hashSet is null)
// {
// // most sizes are small, write size as VarUInt!
// Compression.CompressVarUInt(writer, 0u);
// //writer.WriteUInt(0);
// return;
// }
//
// // most sizes are small, write size as VarUInt!
// Compression.CompressVarUInt(writer, checked((uint)hashSet.Count) + 1u);
// //writer.WriteUInt(checked((uint)hashSet.Count) + 1u);
// foreach (T item in hashSet)
// writer.Write(item);
// }
// */
public static void WriteHashSet<T>(this NetworkWriter writer, HashSet<T> hashSet)
{
// we offset count by '1' to easily support null without writing another byte.
// encoding null as '0' instead of '-1' also allows for better compression
// (ushort vs. short / varuint vs. varint) etc.
if (hashSet is null)
{
// most sizes are small, write size as VarUInt!
Compression.CompressVarUInt(writer, 0u);
//writer.WriteUInt(0);
return;
}
// most sizes are small, write size as VarUInt!
Compression.CompressVarUInt(writer, checked((uint)hashSet.Count) + 1u);
//writer.WriteUInt(checked((uint)hashSet.Count) + 1u);
foreach (T item in hashSet)
writer.Write(item);
}
public static void WriteArray<T>(this NetworkWriter writer, T[] array)
{

View File

@ -114,6 +114,18 @@ public static void SetPositionAndRotation(this Transform transform, Vector3 posi
transform.position = position;
transform.rotation = rotation;
}
public static void GetLocalPositionAndRotation(this Transform transform, out Vector3 position, out Quaternion rotation)
{
position = transform.localPosition;
rotation = transform.localRotation;
}
public static void SetLocalPositionAndRotation(this Transform transform, Vector3 position, Quaternion rotation)
{
transform.localPosition = position;
transform.localRotation = rotation;
}
#endif
// IPEndPoint address only to pretty string.

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@ -196,8 +196,15 @@ public virtual void ServerLateUpdate() {}
/// <summary>Shut down the transport, both as client and server</summary>
public abstract void Shutdown();
/// <summary>Called by Unity when quitting. Inheriting Transports should call base for proper Shutdown.</summary>
public virtual void OnApplicationQuit()
// [Obsolete] in case someone is inheriting it.
// don't use this anymore.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2802
// DEPRECATED 2024-10-29
[Obsolete("Override OnDestroy instead of OnApplicationQuit.")]
public virtual void OnApplicationQuit() {}
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2802
public virtual void OnDestroy()
{
// stop transport (e.g. to shut down threads)
// (when pressing Stop in the Editor, Unity keeps threads alive

View File

@ -113,6 +113,8 @@ public override void OnPreviewGUI(Rect r, GUIStyle background)
Y = DrawObservers(identity, initialX, Y);
Y = DrawNetworkIDQueue(initialX, Y);
_ = DrawOwner(identity, initialX, Y);
}
@ -193,6 +195,25 @@ float DrawObservers(NetworkIdentity identity, float initialX, float Y)
return Y;
}
float DrawNetworkIDQueue(float initialX, float Y)
{
if (NetworkIdentity.netIdQueue.Count > 0)
{
Rect netIdRect = new Rect(initialX, Y + 10, 200, 20);
GUI.Label(netIdRect, new GUIContent("Network ID Queue"), styles.labelStyle);
netIdRect.x += 20;
netIdRect.y += netIdRect.height;
foreach (var entry in NetworkIdentity.netIdQueue)
{
GUI.Label(netIdRect, $"[{entry.reusableNetId}] {entry.timeAvailable:0.000}", styles.componentName);
netIdRect.y += netIdRect.height;
Y = netIdRect.y;
}
}
return Y;
}
float DrawOwner(NetworkIdentity identity, float initialX, float Y)
{
if (identity.connectionToClient != null)

View File

@ -125,6 +125,13 @@ MethodReference GenerateReader(TypeReference variableReference, ref bool Weaving
return GenerateReadCollection(variableReference, elementType, nameof(NetworkReaderExtensions.ReadList), ref WeavingFailed);
}
else if (variableDefinition.Is(typeof(HashSet<>)))
{
GenericInstanceType genericInstance = (GenericInstanceType)variableReference;
TypeReference elementType = genericInstance.GenericArguments[0];
return GenerateReadCollection(variableReference, elementType, nameof(NetworkReaderExtensions.ReadHashSet), ref WeavingFailed);
}
// handle both NetworkBehaviour and inheritors.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2939
else if (variableReference.IsDerivedFrom<NetworkBehaviour>() || variableReference.Is<NetworkBehaviour>())

View File

@ -126,6 +126,13 @@ MethodReference GenerateWriter(TypeReference variableReference, ref bool Weaving
return GenerateCollectionWriter(variableReference, elementType, nameof(NetworkWriterExtensions.WriteList), ref WeavingFailed);
}
if (variableReference.Is(typeof(HashSet<>)))
{
GenericInstanceType genericInstance = (GenericInstanceType)variableReference;
TypeReference elementType = genericInstance.GenericArguments[0];
return GenerateCollectionWriter(variableReference, elementType, nameof(NetworkWriterExtensions.WriteHashSet), ref WeavingFailed);
}
// handle both NetworkBehaviour and inheritors.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2939

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@ -62,15 +62,6 @@ public override void LateUpdate()
base.LateUpdate();
}
/// <summary>
/// Runs on both Server and Client
/// </summary>
public override void OnDestroy()
{
base.OnDestroy();
//UnityEngine.Debug.Log("OnDestroy");
}
#endregion
#region Start & Stop
@ -87,10 +78,10 @@ public override void ConfigureHeadlessFrameRate()
/// <summary>
/// called when quitting the application by closing the window / pressing stop in the editor
/// </summary>
public override void OnApplicationQuit()
public override void OnDestroy()
{
base.OnApplicationQuit();
//UnityEngine.Debug.Log("OnApplicationQuit");
base.OnDestroy();
//UnityEngine.Debug.Log("OnDestroy");
}
#endregion

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base.ConfigureHeadlessFrameRate();
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mainCam = Camera.main;
}
void OnDisable()
{
//Debug.Log("PlayerCamera.OnDisable");
}
public override void OnStartLocalPlayer()
{
if (mainCam != null)
@ -38,16 +33,46 @@ public override void OnStartLocalPlayer()
Debug.LogWarning("PlayerCamera: Could not find a camera in scene with 'MainCamera' tag.");
}
void OnApplicationQuit()
{
//Debug.Log("PlayerCamera.OnApplicationQuit");
ReleaseCamera();
}
public override void OnStopLocalPlayer()
{
//Debug.Log("PlayerCamera.OnStopLocalPlayer");
ReleaseCamera();
}
void OnDisable()
{
//Debug.Log("PlayerCamera.OnDisable");
ReleaseCamera();
}
void OnDestroy()
{
//Debug.Log("PlayerCamera.OnDestroy");
ReleaseCamera();
}
void ReleaseCamera()
{
if (mainCam != null && mainCam.transform.parent == transform)
{
//Debug.Log("PlayerCamera.ReleaseCamera");
mainCam.transform.SetParent(null);
SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
mainCam.orthographic = true;
mainCam.orthographicSize = 15f;
mainCam.transform.localPosition = new Vector3(0f, 70f, 0f);
mainCam.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
if (mainCam.gameObject.scene != SceneManager.GetActiveScene())
SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
mainCam = null;
}
}
}

View File

@ -1,4 +1,5 @@
// base class for networking tests to make things easier.
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
@ -81,6 +82,18 @@ protected void CreateNetworked(out GameObject go, out NetworkIdentity identity)
instantiated.Add(go);
}
protected void CreateNetworked(out GameObject go, out NetworkIdentity identity, Action<NetworkIdentity> preAwake)
{
go = new GameObject();
identity = go.AddComponent<NetworkIdentity>();
preAwake(identity);
// Awake is only called in play mode.
// call manually for initialization.
identity.Awake();
// track
instantiated.Add(go);
}
// create GameObject + NetworkIdentity + NetworkBehaviour<T>
// add to tracker list if needed (useful for cleanups afterwards)
protected void CreateNetworked<T>(out GameObject go, out NetworkIdentity identity, out T component)
@ -269,6 +282,44 @@ protected void CreateNetworkedAndSpawn(
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
}
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
// => preAwake callbacks can be used to add network behaviours to the NI
// => ownerConnection can be NetworkServer.localConnection if needed.
// => returns objects from client and from server.
// will be same in host mode.
protected void CreateNetworkedAndSpawn(
out GameObject serverGO, out NetworkIdentity serverIdentity, Action<NetworkIdentity> serverPreAwake,
out GameObject clientGO, out NetworkIdentity clientIdentity, Action<NetworkIdentity> clientPreAwake,
NetworkConnectionToClient ownerConnection = null)
{
// server & client need to be active before spawning
Debug.Assert(NetworkClient.active, "NetworkClient needs to be active before spawning.");
Debug.Assert(NetworkServer.active, "NetworkServer needs to be active before spawning.");
// create one on server, one on client
// (spawning has to find it on client, it doesn't create it)
CreateNetworked(out serverGO, out serverIdentity, serverPreAwake);
CreateNetworked(out clientGO, out clientIdentity, clientPreAwake);
// give both a scene id and register it on client for spawnables
clientIdentity.sceneId = serverIdentity.sceneId = (ulong)serverGO.GetHashCode();
NetworkClient.spawnableObjects[clientIdentity.sceneId] = clientIdentity;
// spawn
NetworkServer.Spawn(serverGO, ownerConnection);
ProcessMessages();
// double check isServer/isClient. avoids debugging headaches.
Assert.That(serverIdentity.isServer, Is.True);
Assert.That(clientIdentity.isClient, Is.True);
// double check that we have authority if we passed an owner connection
if (ownerConnection != null)
Debug.Assert(clientIdentity.isOwned == true, $"Behaviour Had Wrong Authority when spawned, This means that the test is broken and will give the wrong results");
// make sure the client really spawned it.
Assert.That(NetworkClient.spawned.ContainsKey(serverIdentity.netId));
}
// create GameObject + NetworkIdentity + NetworkBehaviour & SPAWN
// => ownerConnection can be NetworkServer.localConnection if needed.
protected void CreateNetworkedAndSpawn<T>(out GameObject go, out NetworkIdentity identity, out T component, NetworkConnectionToClient ownerConnection = null)

View File

@ -1,4 +1,5 @@
// OnDe/SerializeSafely tests.
using System.Collections.Generic;
using System.Text.RegularExpressions;
using Mirror.Tests.EditorBehaviours.NetworkIdentities;
using NUnit.Framework;
@ -42,7 +43,7 @@ public void SerializeAndDeserializeAll()
);
// set sync modes
serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
serverObserversComp.syncMode = clientObserversComp.syncMode = SyncMode.Observers;
// set unique values on server components
@ -65,10 +66,127 @@ public void SerializeAndDeserializeAll()
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, true);
Assert.That(clientOwnerComp.value, Is.EqualTo(null)); // owner mode shouldn't be in data
Assert.That(clientOwnerComp.value, Is.EqualTo(null)); // owner mode shouldn't be in data
Assert.That(clientObserversComp.value, Is.EqualTo(42)); // observers mode should be in data
}
// test serialize -> deserialize of any supported number of components
[Test]
public void SerializeAndDeserializeN([NUnit.Framework.Range(1, 64)] int numberOfNBs)
{
List<SerializeTest1NetworkBehaviour> serverNBs = new List<SerializeTest1NetworkBehaviour>();
List<SerializeTest1NetworkBehaviour> clientNBs = new List<SerializeTest1NetworkBehaviour>();
// need two of both versions so we can serialize -> deserialize
CreateNetworkedAndSpawn(
out _, out NetworkIdentity serverIdentity, ni =>
{
for (int i = 0; i < numberOfNBs; i++)
{
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
nb.syncInterval = 0;
nb.syncMode = SyncMode.Observers;
serverNBs.Add(nb);
}
},
out _, out NetworkIdentity clientIdentity, ni =>
{
for (int i = 0; i < numberOfNBs; i++)
{
SerializeTest1NetworkBehaviour nb = ni.gameObject.AddComponent<SerializeTest1NetworkBehaviour>();
nb.syncInterval = 0;
nb.syncMode = SyncMode.Observers;
clientNBs.Add(nb);
}
}
);
// INITIAL SYNC
// set unique values on server components
for (int i = 0; i < serverNBs.Count; i++)
{
serverNBs[i].value = (i + 1) * 3;
serverNBs[i].SetDirty();
}
// serialize server object
serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
NetworkReader reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, true);
for (int i = 0; i < clientNBs.Count; i++)
{
int expected = (i + 1) * 3;
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
}
// clear dirty bits for incremental sync
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
serverNB.ClearAllDirtyBits();
// INCREMENTAL SYNC ALL
// set unique values on server components
for (int i = 0; i < serverNBs.Count; i++)
{
serverNBs[i].value = (i + 1) * 11;
serverNBs[i].SetDirty();
}
ownerWriter.Reset();
observersWriter.Reset();
// serialize server object
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, false);
for (int i = 0; i < clientNBs.Count; i++)
{
int expected = (i + 1) * 11;
Assert.That(clientNBs[i].value, Is.EqualTo(expected), $"Expected the clientNBs[{i}] to have a value of {expected}");
}
// clear dirty bits for incremental sync
foreach (SerializeTest1NetworkBehaviour serverNB in serverNBs)
serverNB.ClearAllDirtyBits();
// INCREMENTAL SYNC INDIVIDUAL
for (int i = 0; i < numberOfNBs; i++)
{
// reset all client nbs
foreach (SerializeTest1NetworkBehaviour clientNB in clientNBs)
clientNB.value = 0;
int expected = (i + 1) * 7;
// set unique value on server components
serverNBs[i].value = expected;
serverNBs[i].SetDirty();
ownerWriter.Reset();
observersWriter.Reset();
// serialize server object
serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
// deserialize client object with OBSERVERS payload
reader = new NetworkReader(observersWriter.ToArray());
clientIdentity.DeserializeClient(reader, false);
for (int index = 0; index < clientNBs.Count; index++)
{
SerializeTest1NetworkBehaviour clientNB = clientNBs[index];
if (index == i)
{
Assert.That(clientNB.value, Is.EqualTo(expected), $"Expected the clientNBs[{index}] to have a value of {expected}");
}
else
{
Assert.That(clientNB.value, Is.EqualTo(0), $"Expected the clientNBs[{index}] to have a value of 0 since we're not syncing that index (on sync of #{i})");
}
}
}
}
// serialization should work even if a component throws an exception.
// so if first component throws, second should still be serialized fine.
[Test]
@ -150,20 +268,20 @@ public void TooManyComponents()
public void ErrorCorrection()
{
int original = 0x12345678;
byte safety = 0x78; // last byte
byte safety = 0x78; // last byte
// correct size shouldn't be corrected
Assert.That(NetworkBehaviour.ErrorCorrection(original + 0, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 0, safety), Is.EqualTo(original));
// read a little too much
Assert.That(NetworkBehaviour.ErrorCorrection(original + 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 42, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original + 42, safety), Is.EqualTo(original));
// read a little too less
Assert.That(NetworkBehaviour.ErrorCorrection(original - 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 42, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 1, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 2, safety), Is.EqualTo(original));
Assert.That(NetworkBehaviour.ErrorCorrection(original - 42, safety), Is.EqualTo(original));
// reading way too much / less is expected to fail.
// we can only correct the last byte, not more.

View File

@ -1341,7 +1341,15 @@ public void TestNullList()
Assert.That(readList, Is.Null);
}
[Test, Ignore("TODO")]
// writer.Write<T> for HashSet only works if it's actually used by weaver somewhere.
// so for TestHashSet() to pass, we need to pretend using a HashSet<int> somewhere.
class HashSetNetworkBehaviour : NetworkBehaviour
{
[Command]
public void CmdHashSet(HashSet<int> hashSet) {}
}
[Test] // requires HashSetNetworkBehaviour to exits!
public void TestHashSet()
{
HashSet<int> original = new HashSet<int>() { 1, 2, 3, 4, 5 };
@ -1353,7 +1361,7 @@ public void TestHashSet()
Assert.That(readHashSet, Is.EqualTo(original));
}
[Test, Ignore("TODO")]
[Test] // requires HashSetNetworkBehaviour to exits!
public void TestNullHashSet()
{
NetworkWriter writer = new NetworkWriter();

View File

@ -323,7 +323,7 @@ public void SetServerLobbyParams(LobbyCreateRequest request)
_request = request;
}
private void OnDestroy()
public override void OnDestroy()
{
// attempt to clean up lobbies, if active
if (NetworkServer.active)
@ -340,6 +340,8 @@ private void OnDestroy()
// sorry. this can go once the lobby service can timeout lobbies itself
Thread.Sleep(300);
}
base.OnDestroy();
}
}
}

View File

@ -197,11 +197,10 @@ void EnsureThread()
Debug.Log($"ThreadedTransport: started worker thread!");
}
protected virtual void OnDestroy()
public override void OnDestroy()
{
// stop thread fully
Shutdown();
base.OnDestroy();
// TODO recycle writers.
}

View File

@ -68,14 +68,6 @@ public class #SCRIPTNAME# : NetworkManager
base.ConfigureHeadlessFrameRate();
}
/// <summary>
/// called when quitting the application by closing the window / pressing stop in the editor
/// </summary>
public override void OnApplicationQuit()
{
base.OnApplicationQuit();
}
#endregion
#region Scene Management

View File

@ -15,8 +15,6 @@ public class #SCRIPTNAME# : NetworkManager
public event Action OnStartAction;
public event Action OnDestroyAction;
public event Action OnApplicationQuitAction;
public event Action<string> ServerChangeSceneAction;
public event Action<string> OnServerChangeSceneAction;
public event Action<string> OnServerSceneChangedAction;
@ -117,15 +115,6 @@ public class #SCRIPTNAME# : NetworkManager
base.ConfigureHeadlessFrameRate();
}
/// <summary>
/// called when quitting the application by closing the window / pressing stop in the editor
/// </summary>
public override void OnApplicationQuit()
{
OnApplicationQuitAction?.Invoke();
base.OnApplicationQuit();
}
#endregion
#region Scene Management