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28 Commits

Author SHA1 Message Date
MrGadget
1ba9e716a0
Merge 2508cfd618 into 499e4daea3 2024-11-08 18:59:25 +08:00
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
mischa
03357f4275 fix: #3876 KcpTransport OnClientError null handling during shutdown 2024-10-29 08:54:19 +01:00
mischa
c80a3c8ea5
fix: #3262 allow running a mirror project from edit prefab mode again (#3924)
Co-authored-by: mischa <info@noobtuts.com>
2024-10-28 23:13:23 +01:00
mischa
68c7d14a16 Benchmark: monsters move with 10% probability to make sure we can detect change detection in NT 2024-10-28 11:16:58 +01:00
JesusLuvsYooh
df7a343d7e
fix: Robot Kyle Optimized (#3934)
4mb png normal map down to 0.4mb jpg
overall RobotKyle folder down from ~7mb to 1.5mb
2024-10-27 09:00:39 -04:00
MrGadget
d347600468 chore(CI): RunUnityTests - updated unityVersion 2024-10-25 10:37:55 -04:00
MrGadget
2983c45f1f Updated NetworkRoomManager Script Template
- Added static singleton
2024-10-25 06:24:39 -04:00
mischa
9a2bf46774
feat: Half Floats (#3932)
* System.Half

* reader/writer

* remove unused namespaces

* old c# support

* remove unnecessary nint

* 2019 fixes

---------

Co-authored-by: mischa <info@noobtuts.com>
2024-10-25 10:15:37 +02:00
MrGadget
549b222ec0 Updated SyncDictinoary doc 2024-10-24 19:14:03 -04:00
MrGadget
4e07f3a348 fix(Examples): Updated Spawn Points 2024-10-24 03:19:42 -04:00
MrGadget
19296d5d21 fix(PlayerControllerRBBase): Unity 6 compatibility 2024-10-24 02:28:54 -04:00
MrGadget
01b9260768 fix(Examples): Typo in ControllerUIBase name 2024-10-24 02:03:14 -04:00
MrGadget
74a430f647 chore(CI): RunUnityTests - updated unityVersion 2024-10-23 18:05:27 -04:00
MrGadget
de2ed26eee fix(PerlineNoise): fixed error for Undo 2024-10-23 17:51:07 -04:00
MrGadget
b39d7bd8d2 fix: Renamed PlayerControllerKRB to PlayerControllerRB 2024-10-23 17:15:30 -04:00
MrGadget
06f3bca80b Perlin Noise script 2024-10-23 17:14:36 -04:00
MrGadget
d55faa864c PlayerTest: Perlin terrain 2024-10-23 17:14:09 -04:00
MrGadget
5fbd83279e fix: PlayerKRB inputs in Update 2024-10-23 16:23:06 -04:00
MrGadget
2508cfd618 feat(NetworkTranformBase): Provide velocity and angular velocity 2024-09-30 08:41:02 -04:00
78 changed files with 3617 additions and 361 deletions

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@ -14,9 +14,9 @@ jobs:
# - 2019.4.40f1 # - 2019.4.40f1
- 2020.3.48f1 - 2020.3.48f1
- 2021.3.45f1 - 2021.3.45f1
- 2022.3.50f1 - 2022.3.51f1
- 2023.2.20f1 - 2023.2.20f1
- 6000.0.23f1 - 6000.0.25f1
steps: steps:
- name: Checkout repository - name: Checkout repository

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@ -119,6 +119,23 @@ public uint sendIntervalMultiplier
protected double timeStampAdjustment => NetworkServer.sendInterval * (sendIntervalMultiplier - 1); protected double timeStampAdjustment => NetworkServer.sendInterval * (sendIntervalMultiplier - 1);
protected double offset => timelineOffset ? NetworkServer.sendInterval * sendIntervalMultiplier : 0; protected double offset => timelineOffset ? NetworkServer.sendInterval * sendIntervalMultiplier : 0;
[Header("Velocity")]
[ReadOnly, SerializeField] Vector3 _velocity;
[ReadOnly, SerializeField] Vector3 _angVelocity;
public Vector3 velocity
{
get => _velocity;
internal set => _velocity = value;
}
public Vector3 angVelocity
{
get => _angVelocity;
internal set => _angVelocity = value;
}
// debugging /////////////////////////////////////////////////////////// // debugging ///////////////////////////////////////////////////////////
[Header("Debug")] [Header("Debug")]
public bool showGizmos; public bool showGizmos;
@ -263,6 +280,14 @@ protected virtual void Apply(TransformSnapshot interpolated, TransformSnapshot e
// -> but simply don't apply it. if the user doesn't want to sync // -> but simply don't apply it. if the user doesn't want to sync
// scale, then we should not touch scale etc. // scale, then we should not touch scale etc.
// Calculate the velocity and angular velocity for the object
// These can be used to drive animations or other behaviours
if (!isOwned)
{
velocity = (transform.position - interpolated.position) / Time.deltaTime;
angVelocity = (transform.rotation.eulerAngles - interpolated.rotation.eulerAngles) / Time.deltaTime;
}
// interpolate parts // interpolate parts
if (syncPosition) SetPosition(interpolatePosition ? interpolated.position : endGoal.position); if (syncPosition) SetPosition(interpolatePosition ? interpolated.position : endGoal.position);
if (syncRotation) SetRotation(interpolateRotation ? interpolated.rotation : endGoal.rotation); if (syncRotation) SetRotation(interpolateRotation ? interpolated.rotation : endGoal.rotation);

File diff suppressed because it is too large Load Diff

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@ -1,11 +1,11 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: f49d76ebe6adef649872e344e495b1c1 guid: 8f63ea2e505fd484193fb31c5c55ca73
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
defaultReferences: [] defaultReferences: []
executionOrder: 0 executionOrder: 0
icon: {instanceID: 0} icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:

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@ -671,8 +671,25 @@ void OnDestroy()
// if an identity is still in .spawned, remove it too. // if an identity is still in .spawned, remove it too.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3324 // fixes: https://github.com/MirrorNetworking/Mirror/issues/3324
//
// 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); NetworkClient.spawned.Remove(netId);
} }
}
// workaround for cyclid NI<->NB reference causing memory leaks // workaround for cyclid NI<->NB reference causing memory leaks
// after Destroy. [Credits: BigBoxVR/R.S.] // after Destroy. [Credits: BigBoxVR/R.S.]

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@ -634,31 +634,6 @@ public void StopClient()
NetworkClient.Disconnect(); 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> /// <summary>Set the frame rate for a headless builds. Override to disable or modify.</summary>
// useful for dedicated servers. // useful for dedicated servers.
// useful for headless benchmark clients. // useful for headless benchmark clients.
@ -772,12 +747,41 @@ public static void ResetStatics()
singleton = null; 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() public virtual void OnDestroy()
{ {
//Debug.Log("NetworkManager destroyed"); //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> /// <summary>The name of the current network scene.</summary>
// set by NetworkManager when changing the scene. // set by NetworkManager when changing the scene.
// new clients will automatically load this scene. // new clients will automatically load this scene.

View File

@ -62,6 +62,8 @@ public static class NetworkReaderExtensions
public static decimal ReadDecimal(this NetworkReader reader) => reader.ReadBlittable<decimal>(); public static decimal ReadDecimal(this NetworkReader reader) => reader.ReadBlittable<decimal>();
public static decimal? ReadDecimalNullable(this NetworkReader reader) => reader.ReadBlittableNullable<decimal>(); public static decimal? ReadDecimalNullable(this NetworkReader reader) => reader.ReadBlittableNullable<decimal>();
public static Half ReadHalf(this NetworkReader reader) => new Half(reader.ReadUShort());
/// <exception cref="T:System.ArgumentException">if an invalid utf8 string is sent</exception> /// <exception cref="T:System.ArgumentException">if an invalid utf8 string is sent</exception>
public static string ReadString(this NetworkReader reader) public static string ReadString(this NetworkReader reader)
{ {
@ -311,8 +313,6 @@ public static List<T> ReadList<T>(this NetworkReader reader)
// structs may have .Set<T> members which weaver needs to be able to // structs may have .Set<T> members which weaver needs to be able to
// fully serialize for NetworkMessages etc. // fully serialize for NetworkMessages etc.
// note that Weaver/Readers/GenerateReader() handles this manually. // 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) public static HashSet<T> ReadHashSet<T>(this NetworkReader reader)
{ {
// we offset count by '1' to easily support null without writing another byte. // we offset count by '1' to easily support null without writing another byte.
@ -332,7 +332,6 @@ public static HashSet<T> ReadHashSet<T>(this NetworkReader reader)
} }
return result; return result;
} }
*/
public static T[] ReadArray<T>(this NetworkReader reader) public static T[] ReadArray<T>(this NetworkReader reader)
{ {

View File

@ -57,6 +57,8 @@ public static class NetworkWriterExtensions
public static void WriteDecimal(this NetworkWriter writer, decimal value) => writer.WriteBlittable(value); public static void WriteDecimal(this NetworkWriter writer, decimal value) => writer.WriteBlittable(value);
public static void WriteDecimalNullable(this NetworkWriter writer, decimal? value) => writer.WriteBlittableNullable(value); public static void WriteDecimalNullable(this NetworkWriter writer, decimal? value) => writer.WriteBlittableNullable(value);
public static void WriteHalf(this NetworkWriter writer, Half value) => writer.WriteUShort(value._value);
public static void WriteString(this NetworkWriter writer, string value) public static void WriteString(this NetworkWriter writer, string value)
{ {
// we offset count by '1' to easily support null without writing another byte. // we offset count by '1' to easily support null without writing another byte.
@ -363,28 +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 // structs may have .Set<T> members which weaver needs to be able to
// fully serialize for NetworkMessages etc. // fully serialize for NetworkMessages etc.
// note that Weaver/Writers/GenerateWriter() handles this manually. // 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)
// /* {
// 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
// // we offset count by '1' to easily support null without writing another byte. // (ushort vs. short / varuint vs. varint) etc.
// // encoding null as '0' instead of '-1' also allows for better compression if (hashSet is null)
// // (ushort vs. short / varuint vs. varint) etc. {
// if (hashSet is null) // most sizes are small, write size as VarUInt!
// { Compression.CompressVarUInt(writer, 0u);
// // most sizes are small, write size as VarUInt! //writer.WriteUInt(0);
// Compression.CompressVarUInt(writer, 0u); return;
// //writer.WriteUInt(0); }
// return;
// } // most sizes are small, write size as VarUInt!
// Compression.CompressVarUInt(writer, checked((uint)hashSet.Count) + 1u);
// // most sizes are small, write size as VarUInt! //writer.WriteUInt(checked((uint)hashSet.Count) + 1u);
// Compression.CompressVarUInt(writer, checked((uint)hashSet.Count) + 1u); foreach (T item in hashSet)
// //writer.WriteUInt(checked((uint)hashSet.Count) + 1u); writer.Write(item);
// foreach (T item in hashSet) }
// writer.Write(item);
// }
// */
public static void WriteArray<T>(this NetworkWriter writer, T[] array) public static void WriteArray<T>(this NetworkWriter writer, T[] array)
{ {

View File

@ -21,9 +21,9 @@ public class SyncIDictionary<TKey, TValue> : SyncObject, IDictionary<TKey, TValu
public enum Operation : byte public enum Operation : byte
{ {
OP_ADD, OP_ADD,
OP_CLEAR, OP_SET,
OP_REMOVE, OP_REMOVE,
OP_SET OP_CLEAR
} }
/// <summary> /// <summary>

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@ -114,6 +114,18 @@ public static void SetPositionAndRotation(this Transform transform, Vector3 posi
transform.position = position; transform.position = position;
transform.rotation = rotation; 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 #endif
// IPEndPoint address only to pretty string. // IPEndPoint address only to pretty string.

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@ -0,0 +1,773 @@
// half float from .NET 5:
// https://devblogs.microsoft.com/dotnet/introducing-the-half-type/
//
// drop in from dotnet/runtime source:
// https://github.com/dotnet/runtime/blob/e188d6ac90fe56320cca51c53709ef1c72f063d5/src/libraries/System.Private.CoreLib/src/System/Half.cs#L17
// removing all the stuff that's not in Unity though.
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
using System.Diagnostics;
using System.Globalization;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using UnityEngine;
namespace System
{
// Portions of the code implemented below are based on the 'Berkeley SoftFloat Release 3e' algorithms.
/// <summary>
/// Represents a half-precision floating-point number.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public readonly struct Half
: IComparable,
IComparable<Half>,
IEquatable<Half>
{
private const NumberStyles DefaultParseStyle = NumberStyles.Float | NumberStyles.AllowThousands;
// Constants for manipulating the private bit-representation
internal const ushort SignMask = 0x8000;
internal const int SignShift = 15;
internal const byte ShiftedSignMask = SignMask >> SignShift;
internal const ushort BiasedExponentMask = 0x7C00;
internal const int BiasedExponentShift = 10;
internal const int BiasedExponentLength = 5;
internal const byte ShiftedBiasedExponentMask = BiasedExponentMask >> BiasedExponentShift;
internal const ushort TrailingSignificandMask = 0x03FF;
internal const byte MinSign = 0;
internal const byte MaxSign = 1;
internal const byte MinBiasedExponent = 0x00;
internal const byte MaxBiasedExponent = 0x1F;
internal const byte ExponentBias = 15;
internal const sbyte MinExponent = -14;
internal const sbyte MaxExponent = +15;
internal const ushort MinTrailingSignificand = 0x0000;
internal const ushort MaxTrailingSignificand = 0x03FF;
internal const int TrailingSignificandLength = 10;
internal const int SignificandLength = TrailingSignificandLength + 1;
// Constants representing the private bit-representation for various default values
private const ushort PositiveZeroBits = 0x0000;
private const ushort NegativeZeroBits = 0x8000;
private const ushort EpsilonBits = 0x0001;
private const ushort PositiveInfinityBits = 0x7C00;
private const ushort NegativeInfinityBits = 0xFC00;
private const ushort PositiveQNaNBits = 0x7E00;
private const ushort NegativeQNaNBits = 0xFE00;
private const ushort MinValueBits = 0xFBFF;
private const ushort MaxValueBits = 0x7BFF;
private const ushort PositiveOneBits = 0x3C00;
private const ushort NegativeOneBits = 0xBC00;
private const ushort SmallestNormalBits = 0x0400;
private const ushort EBits = 0x4170;
private const ushort PiBits = 0x4248;
private const ushort TauBits = 0x4648;
// Well-defined and commonly used values
public static Half Epsilon => new Half(EpsilonBits); // 5.9604645E-08
public static Half PositiveInfinity => new Half(PositiveInfinityBits); // 1.0 / 0.0;
public static Half NegativeInfinity => new Half(NegativeInfinityBits); // -1.0 / 0.0
public static Half NaN => new Half(NegativeQNaNBits); // 0.0 / 0.0
public static Half MinValue => new Half(MinValueBits); // -65504
public static Half MaxValue => new Half(MaxValueBits); // 65504
internal readonly ushort _value; // internal representation
internal Half(ushort value)
{
_value = value;
}
private Half(bool sign, ushort exp, ushort sig) => _value = (ushort)(((sign ? 1 : 0) << SignShift) + (exp << BiasedExponentShift) + sig);
internal byte BiasedExponent
{
get
{
ushort bits = _value;
return ExtractBiasedExponentFromBits(bits);
}
}
internal sbyte Exponent
{
get
{
return (sbyte)(BiasedExponent - ExponentBias);
}
}
internal ushort Significand
{
get
{
return (ushort)(TrailingSignificand | ((BiasedExponent != 0) ? (1U << BiasedExponentShift) : 0U));
}
}
internal ushort TrailingSignificand
{
get
{
ushort bits = _value;
return ExtractTrailingSignificandFromBits(bits);
}
}
internal static byte ExtractBiasedExponentFromBits(ushort bits)
{
return (byte)((bits >> BiasedExponentShift) & ShiftedBiasedExponentMask);
}
internal static ushort ExtractTrailingSignificandFromBits(ushort bits)
{
return (ushort)(bits & TrailingSignificandMask);
}
public static bool operator <(Half left, Half right)
{
if (IsNaN(left) || IsNaN(right))
{
// IEEE defines that NaN is unordered with respect to everything, including itself.
return false;
}
bool leftIsNegative = IsNegative(left);
if (leftIsNegative != IsNegative(right))
{
// When the signs of left and right differ, we know that left is less than right if it is
// the negative value. The exception to this is if both values are zero, in which case IEEE
// says they should be equal, even if the signs differ.
return leftIsNegative && !AreZero(left, right);
}
return (left._value != right._value) && ((left._value < right._value) ^ leftIsNegative);
}
public static bool operator >(Half left, Half right)
{
return right < left;
}
public static bool operator <=(Half left, Half right)
{
if (IsNaN(left) || IsNaN(right))
{
// IEEE defines that NaN is unordered with respect to everything, including itself.
return false;
}
bool leftIsNegative = IsNegative(left);
if (leftIsNegative != IsNegative(right))
{
// When the signs of left and right differ, we know that left is less than right if it is
// the negative value. The exception to this is if both values are zero, in which case IEEE
// says they should be equal, even if the signs differ.
return leftIsNegative || AreZero(left, right);
}
return (left._value == right._value) || ((left._value < right._value) ^ leftIsNegative);
}
public static bool operator >=(Half left, Half right)
{
return right <= left;
}
public static bool operator ==(Half left, Half right)
{
if (IsNaN(left) || IsNaN(right))
{
// IEEE defines that NaN is not equal to anything, including itself.
return false;
}
// IEEE defines that positive and negative zero are equivalent.
return (left._value == right._value) || AreZero(left, right);
}
public static bool operator !=(Half left, Half right)
{
return !(left == right);
}
/// <summary>Determines whether the specified value is finite (zero, subnormal, or normal).</summary>
/// <remarks>This effectively checks the value is not NaN and not infinite.</remarks>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsFinite(Half value)
{
uint bits = value._value;
return (~bits & PositiveInfinityBits) != 0;
}
/// <summary>Determines whether the specified value is infinite.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsInfinity(Half value)
{
uint bits = value._value;
return (bits & ~SignMask) == PositiveInfinityBits;
}
/// <summary>Determines whether the specified value is NaN.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsNaN(Half value)
{
uint bits = value._value;
return (bits & ~SignMask) > PositiveInfinityBits;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static bool IsNaNOrZero(Half value)
{
uint bits = value._value;
return ((bits - 1) & ~SignMask) >= PositiveInfinityBits;
}
/// <summary>Determines whether the specified value is negative.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsNegative(Half value)
{
return (short)(value._value) < 0;
}
/// <summary>Determines whether the specified value is negative infinity.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsNegativeInfinity(Half value)
{
return value._value == NegativeInfinityBits;
}
/// <summary>Determines whether the specified value is normal (finite, but not zero or subnormal).</summary>
/// <remarks>This effectively checks the value is not NaN, not infinite, not subnormal, and not zero.</remarks>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsNormal(Half value)
{
uint bits = value._value;
return (ushort)((bits & ~SignMask) - SmallestNormalBits) < (PositiveInfinityBits - SmallestNormalBits);
}
/// <summary>Determines whether the specified value is positive infinity.</summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsPositiveInfinity(Half value)
{
return value._value == PositiveInfinityBits;
}
/// <summary>Determines whether the specified value is subnormal (finite, but not zero or normal).</summary>
/// <remarks>This effectively checks the value is not NaN, not infinite, not normal, and not zero.</remarks>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsSubnormal(Half value)
{
uint bits = value._value;
return (ushort)((bits & ~SignMask) - 1) < MaxTrailingSignificand;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static bool IsZero(Half value)
{
uint bits = value._value;
return (bits & ~SignMask) == 0;
}
private static bool AreZero(Half left, Half right)
{
// IEEE defines that positive and negative zero are equal, this gives us a quick equality check
// for two values by or'ing the private bits together and stripping the sign. They are both zero,
// and therefore equivalent, if the resulting value is still zero.
return ((left._value | right._value) & ~SignMask) == 0;
}
/// <summary>
/// Compares this object to another object, returning an integer that indicates the relationship.
/// </summary>
/// <returns>A value less than zero if this is less than <paramref name="obj"/>, zero if this is equal to <paramref name="obj"/>, or a value greater than zero if this is greater than <paramref name="obj"/>.</returns>
public int CompareTo(object obj)
{
if (obj is Half other)
{
return CompareTo(other);
}
return (obj is null) ? 1 : throw new ArgumentException("SR.Arg_MustBeHalf");
}
/// <summary>
/// Compares this object to another object, returning an integer that indicates the relationship.
/// </summary>
/// <returns>A value less than zero if this is less than <paramref name="other"/>, zero if this is equal to <paramref name="other"/>, or a value greater than zero if this is greater than <paramref name="other"/>.</returns>
public int CompareTo(Half other)
{
if (this < other)
{
return -1;
}
if (this > other)
{
return 1;
}
if (this == other)
{
return 0;
}
if (IsNaN(this))
{
return IsNaN(other) ? 0 : -1;
}
return 1;
}
/// <summary>
/// Returns a value that indicates whether this instance is equal to a specified <paramref name="obj"/>.
/// </summary>
public override bool Equals(object obj)
{
return (obj is Half other) && Equals(other);
}
/// <summary>
/// Returns a value that indicates whether this instance is equal to a specified <paramref name="other"/> value.
/// </summary>
public bool Equals(Half other)
{
return _value == other._value
|| AreZero(this, other)
|| (IsNaN(this) && IsNaN(other));
}
/// <summary>
/// Serves as the default hash function.
/// </summary>
public override int GetHashCode()
{
uint bits = _value;
if (IsNaNOrZero(this))
{
// Ensure that all NaNs and both zeros have the same hash code
bits &= PositiveInfinityBits;
}
return (int)bits;
}
/// <summary>
/// Returns a string representation of the current value.
/// </summary>
public override string ToString()
{
return ((float)this).ToString();
}
//
// Explicit Convert To Half
//
/// <summary>Explicitly converts a <see cref="char" /> value to its nearest representable half-precision floating-point value.</summary>
public static explicit operator Half(char value) => (Half)(float)value;
/// <summary>Explicitly converts a <see cref="decimal" /> value to its nearest representable half-precision floating-point value.</summary>
public static explicit operator Half(decimal value) => (Half)(float)value;
/// <summary>Explicitly converts a <see cref="short" /> value to its nearest representable half-precision floating-point value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable half-precision floating-point value.</returns>
public static explicit operator Half(short value) => (Half)(float)value;
/// <summary>Explicitly converts a <see cref="int" /> value to its nearest representable half-precision floating-point value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable half-precision floating-point value.</returns>
public static explicit operator Half(int value) => (Half)(float)value;
/// <summary>Explicitly converts a <see cref="long" /> value to its nearest representable half-precision floating-point value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable half-precision floating-point value.</returns>
public static explicit operator Half(long value) => (Half)(float)value;
/// <summary>Explicitly converts a <see cref="float" /> value to its nearest representable half-precision floating-point value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable half-precision floating-point value.</returns>
public static explicit operator Half(float value)
{
// Unity implement this!
return new Half(Mathf.FloatToHalf(value));
}
/// <summary>Explicitly converts a <see cref="ushort" /> value to its nearest representable half-precision floating-point value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable half-precision floating-point value.</returns>
public static explicit operator Half(ushort value) => (Half)(float)value;
/// <summary>Explicitly converts a <see cref="uint" /> value to its nearest representable half-precision floating-point value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable half-precision floating-point value.</returns>
public static explicit operator Half(uint value) => (Half)(float)value;
/// <summary>Explicitly converts a <see cref="ulong" /> value to its nearest representable half-precision floating-point value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable half-precision floating-point value.</returns>
public static explicit operator Half(ulong value) => (Half)(float)value;
//
// Explicit Convert From Half
//
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="byte" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="byte" /> value.</returns>
public static explicit operator byte(Half value) => (byte)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="char" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="char" /> value.</returns>
public static explicit operator char(Half value) => (char)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="decimal" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="decimal" /> value.</returns>
public static explicit operator decimal(Half value) => (decimal)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="short" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="short" /> value.</returns>
public static explicit operator short(Half value) => (short)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="int" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="int" /> value.</returns>
public static explicit operator int(Half value) => (int)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="long" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="long" /> value.</returns>
public static explicit operator long(Half value) => (long)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="sbyte" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="sbyte" /> value.</returns>
public static explicit operator sbyte(Half value) => (sbyte)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="ushort" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="ushort" /> value.</returns>
public static explicit operator ushort(Half value) => (ushort)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="uint" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="uint" /> value.</returns>
public static explicit operator uint(Half value) => (uint)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="ulong" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="ulong" /> value.</returns>
public static explicit operator ulong(Half value) => (ulong)(float)value;
//
// Implicit Convert To Half
//
/// <summary>Implicitly converts a <see cref="byte" /> value to its nearest representable half-precision floating-point value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable half-precision floating-point value.</returns>
public static implicit operator Half(byte value) => (Half)(float)value;
/// <summary>Implicitly converts a <see cref="sbyte" /> value to its nearest representable half-precision floating-point value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable half-precision floating-point value.</returns>
public static implicit operator Half(sbyte value) => (Half)(float)value;
/// <summary>Explicitly converts a half-precision floating-point value to its nearest representable <see cref="float" /> value.</summary>
/// <returns><paramref name="value" /> converted to its nearest representable <see cref="float" /> value.</returns>
public static explicit operator float(Half value)
{
return Mathf.HalfToFloat(value._value);
}
// IEEE 754 specifies NaNs to be propagated
internal static Half Negate(Half value)
{
return IsNaN(value) ? value : new Half((ushort)(value._value ^ SignMask));
}
public static Half operator +(Half left, Half right) => (Half)((float)left + (float)right);
//
// IDecrementOperators
//
public static Half operator --(Half value)
{
var tmp = (float)value;
--tmp;
return (Half)tmp;
}
//
// IDivisionOperators
//
public static Half operator /(Half left, Half right) => (Half)((float)left / (float)right);
//
// IExponentialFunctions
//
public static Half Exp(Half x) => (Half)Math.Exp((float)x);
//
// IFloatingPoint
//
public static Half Ceiling(Half x) => (Half)Math.Ceiling((float)x);
public static Half Floor(Half x) => (Half)Math.Floor((float)x);
public static Half Round(Half x) => (Half)Math.Round((float)x);
public static Half Round(Half x, int digits) => (Half)Math.Round((float)x, digits);
public static Half Round(Half x, MidpointRounding mode) => (Half)Math.Round((float)x, mode);
public static Half Round(Half x, int digits, MidpointRounding mode) => (Half)Math.Round((float)x, digits, mode);
public static Half Truncate(Half x) => (Half)Math.Truncate((float)x);
//
// IFloatingPointConstants
//
public static Half E => new Half(EBits);
public static Half Pi => new Half(PiBits);
public static Half Tau => new Half(TauBits);
//
// IFloatingPointIeee754
//
public static Half NegativeZero => new Half(NegativeZeroBits);
public static Half Atan2(Half y, Half x) => (Half)Math.Atan2((float)y, (float)x);
public static Half Lerp(Half value1, Half value2, Half amount) => (Half)Mathf.Lerp((float)value1, (float)value2, (float)amount);
//
// IHyperbolicFunctions
//
public static Half Cosh(Half x) => (Half)Math.Cosh((float)x);
public static Half Sinh(Half x) => (Half)Math.Sinh((float)x);
public static Half Tanh(Half x) => (Half)Math.Tanh((float)x);
//
// IIncrementOperators
//
public static Half operator ++(Half value)
{
var tmp = (float)value;
++tmp;
return (Half)tmp;
}
//
// ILogarithmicFunctions
//
public static Half Log(Half x) => (Half)Math.Log((float)x);
public static Half Log(Half x, Half newBase) => (Half)Math.Log((float)x, (float)newBase);
//
// IModulusOperators
//
public static Half operator %(Half left, Half right) => (Half)((float)left % (float)right);
//
// IMultiplicativeIdentity
//
public static Half MultiplicativeIdentity => new Half(PositiveOneBits);
//
// IMultiplyOperators
//
public static Half operator *(Half left, Half right) => (Half)((float)left * (float)right);
//
// INumber
//
public static Half Clamp(Half value, Half min, Half max) => (Half)Mathf.Clamp((float)value, (float)min, (float)max);
public static Half CopySign(Half value, Half sign)
{
// This method is required to work for all inputs,
// including NaN, so we operate on the raw bits.
uint xbits = value._value;
uint ybits = sign._value;
// Remove the sign from x, and remove everything but the sign from y
// Then, simply OR them to get the correct sign
return new Half((ushort)((xbits & ~SignMask) | (ybits & SignMask)));
}
public static Half Max(Half x, Half y) => (Half)Math.Max((float)x, (float)y);
public static Half MaxNumber(Half x, Half y)
{
// This matches the IEEE 754:2019 `maximumNumber` function
//
// It does not propagate NaN inputs back to the caller and
// otherwise returns the larger of the inputs. It
// treats +0 as larger than -0 as per the specification.
if (x != y)
{
if (!IsNaN(y))
{
return y < x ? x : y;
}
return x;
}
return IsNegative(y) ? x : y;
}
public static Half Min(Half x, Half y) => (Half)Math.Min((float)x, (float)y);
public static Half MinNumber(Half x, Half y)
{
// This matches the IEEE 754:2019 `minimumNumber` function
//
// It does not propagate NaN inputs back to the caller and
// otherwise returns the larger of the inputs. It
// treats +0 as larger than -0 as per the specification.
if (x != y)
{
if (!IsNaN(y))
{
return x < y ? x : y;
}
return x;
}
return IsNegative(x) ? x : y;
}
public static int Sign(Half value)
{
if (IsNaN(value))
{
throw new ArithmeticException("SR.Arithmetic_NaN");
}
if (IsZero(value))
{
return 0;
}
else if (IsNegative(value))
{
return -1;
}
return +1;
}
//
// INumberBase
//
public static Half One => new Half(PositiveOneBits);
public static Half Zero => new Half(PositiveZeroBits);
public static Half Abs(Half value) => new Half((ushort)(value._value & ~SignMask));
public static bool IsPositive(Half value) => (short)(value._value) >= 0;
public static bool IsRealNumber(Half value)
{
// A NaN will never equal itself so this is an
// easy and efficient way to check for a real number.
#pragma warning disable CS1718
return value == value;
#pragma warning restore CS1718
}
//
// IPowerFunctions
//
public static Half Pow(Half x, Half y) => (Half)Math.Pow((float)x, (float)y);
//
// IRootFunctions
//
public static Half Sqrt(Half x) => (Half)Math.Sqrt((float)x);
//
// ISignedNumber
//
public static Half NegativeOne => new Half(NegativeOneBits);
//
// ISubtractionOperators
//
public static Half operator -(Half left, Half right) => (Half)((float)left - (float)right);
//
// ITrigonometricFunctions
//
public static Half Acos(Half x) => (Half)Math.Acos((float)x);
public static Half Asin(Half x) => (Half)Math.Asin((float)x);
public static Half Atan(Half x) => (Half)Math.Atan((float)x);
public static Half Cos(Half x) => (Half)Math.Cos((float)x);
public static Half Sin(Half x) => (Half)Math.Sin((float)x);
public static Half Tan(Half x) => (Half)Math.Tan((float)x);
//
// IUnaryNegationOperators
//
public static Half operator -(Half value) => (Half)(-(float)value);
//
// IUnaryPlusOperators
//
public static Half operator +(Half value) => value;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 70b5947c49174f3c90121edd21ea6b15
timeCreated: 1729783714

View File

@ -196,8 +196,15 @@ public virtual void ServerLateUpdate() {}
/// <summary>Shut down the transport, both as client and server</summary> /// <summary>Shut down the transport, both as client and server</summary>
public abstract void Shutdown(); public abstract void Shutdown();
/// <summary>Called by Unity when quitting. Inheriting Transports should call base for proper Shutdown.</summary> // [Obsolete] in case someone is inheriting it.
public virtual void OnApplicationQuit() // 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) // stop transport (e.g. to shut down threads)
// (when pressing Stop in the Editor, Unity keeps threads alive // (when pressing Stop in the Editor, Unity keeps threads alive

View File

@ -55,19 +55,28 @@ public static void OnPostProcessScene()
else else
{ {
// there are two cases where sceneId == 0: // there are two cases where sceneId == 0:
// * if we have a prefab open in the prefab scene // if we have a prefab open in the prefab scene
// * if an unopened scene needs resaving
// show a proper error message in both cases so the user
// knows what to do.
string path = identity.gameObject.scene.path; string path = identity.gameObject.scene.path;
if (string.IsNullOrWhiteSpace(path)) if (string.IsNullOrWhiteSpace(path))
{
// pressing play while in prefab edit mode used to freeze/crash Unity 2019.
// this seems fine now so we don't need to stop the editor anymore.
#if UNITY_2020_3_OR_NEWER
Debug.LogWarning($"{identity.name} was open in Prefab Edit Mode while launching with Mirror. If this causes issues, please let us know.");
#else
Debug.LogError($"{identity.name} is currently open in Prefab Edit Mode. Please open the actual scene before launching Mirror."); Debug.LogError($"{identity.name} is currently open in Prefab Edit Mode. Please open the actual scene before launching Mirror.");
else
Debug.LogError($"Scene {path} needs to be opened and resaved, because the scene object {identity.name} has no valid sceneId yet.");
// either way we shouldn't continue. nothing good will
// happen when trying to launch with invalid sceneIds.
EditorApplication.isPlaying = false; EditorApplication.isPlaying = false;
#endif
}
// if an unopened scene needs resaving
else
{
// nothing good will happen when trying to launch with invalid sceneIds.
// show an error and stop playing immediately.
Debug.LogError($"Scene {path} needs to be opened and resaved, because the scene object {identity.name} has no valid sceneId yet.");
EditorApplication.isPlaying = false;
}
} }
} }
} }

View File

@ -125,6 +125,13 @@ MethodReference GenerateReader(TypeReference variableReference, ref bool Weaving
return GenerateReadCollection(variableReference, elementType, nameof(NetworkReaderExtensions.ReadList), ref WeavingFailed); 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. // handle both NetworkBehaviour and inheritors.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2939 // fixes: https://github.com/MirrorNetworking/Mirror/issues/2939
else if (variableReference.IsDerivedFrom<NetworkBehaviour>() || variableReference.Is<NetworkBehaviour>()) 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); 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. // handle both NetworkBehaviour and inheritors.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/2939 // fixes: https://github.com/MirrorNetworking/Mirror/issues/2939

View File

@ -130,7 +130,7 @@ MonoBehaviour:
syncMode: 0 syncMode: 0
syncInterval: 0.1 syncInterval: 0.1
destinationScene: destinationScene:
startPosition: {x: 0, y: 0, z: 0} startPosition: {x: 0, y: 1.02, z: 0}
label: {fileID: 8197110483235692531} label: {fileID: 8197110483235692531}
labelText: labelText:
--- !u!1 &5961932215084527574 --- !u!1 &5961932215084527574

View File

@ -197,7 +197,7 @@ Transform:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 472411619} m_GameObject: {fileID: 472411619}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -6, y: 0, z: 0} m_LocalPosition: {x: -6, y: 1.02, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: [] m_Children: []
m_Father: {fileID: 1518259679} m_Father: {fileID: 1518259679}
@ -240,7 +240,7 @@ Transform:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 493146027} m_GameObject: {fileID: 493146027}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -9, y: 0, z: 0} m_LocalPosition: {x: -9, y: 1.02, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: [] m_Children: []
m_Father: {fileID: 1518259679} m_Father: {fileID: 1518259679}
@ -397,7 +397,7 @@ Transform:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1224119056} m_GameObject: {fileID: 1224119056}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 1.02, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: [] m_Children: []
m_Father: {fileID: 1518259679} m_Father: {fileID: 1518259679}
@ -670,7 +670,7 @@ Transform:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1513281386} m_GameObject: {fileID: 1513281386}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -3, y: 0, z: 0} m_LocalPosition: {x: -3, y: 1.02, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: [] m_Children: []
m_Father: {fileID: 1518259679} m_Father: {fileID: 1518259679}
@ -712,7 +712,7 @@ Transform:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1518259678} m_GameObject: {fileID: 1518259678}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 1.1, z: -10} m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: m_Children:
- {fileID: 493146028} - {fileID: 493146028}
@ -872,23 +872,13 @@ PrefabInstance:
- target: {fileID: 3141292696673982546, guid: c624c75494b4d7d4086b9212f897e56a, - target: {fileID: 3141292696673982546, guid: c624c75494b4d7d4086b9212f897e56a,
type: 3} type: 3}
propertyPath: sceneId propertyPath: sceneId
value: 1143465467 value: 182638750
objectReference: {fileID: 0}
- target: {fileID: 3141292696673982546, guid: c624c75494b4d7d4086b9212f897e56a,
type: 3}
propertyPath: serverOnly
value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5948271423698091598, guid: c624c75494b4d7d4086b9212f897e56a, - target: {fileID: 5948271423698091598, guid: c624c75494b4d7d4086b9212f897e56a,
type: 3} type: 3}
propertyPath: startPosition.x propertyPath: startPosition.x
value: -5 value: -5
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 5948271423698091598, guid: c624c75494b4d7d4086b9212f897e56a,
type: 3}
propertyPath: startPosition.y
value: 1.1
objectReference: {fileID: 0}
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@ -62,15 +62,6 @@ public override void LateUpdate()
base.LateUpdate(); base.LateUpdate();
} }
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/// </summary>
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{
base.OnDestroy();
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}
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#region Start & Stop #region Start & Stop
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/// </summary> /// </summary>
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View File

@ -5,7 +5,13 @@ namespace Mirror.Examples.Benchmark
public class MonsterMovement : NetworkBehaviour public class MonsterMovement : NetworkBehaviour
{ {
public float speed = 1; public float speed = 1;
public float movementProbability = 0.5f;
// movement probability:
// 0.5 is too high, monsters are moving almost all the time.
// only-sync-on-change shows no difference with 0.5 at all.
// in other words: broken change detection would be too easy to miss!
[Header("Note: use 0.1 to test change detection, 0.5 is too high!")]
public float movementProbability = 0.1f;
public float movementDistance = 20; public float movementDistance = 20;
bool moving; bool moving;

View File

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} }
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#endregion #endregion
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m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 15, y: 0, z: -15} m_LocalPosition: {x: 15, y: 1.02, z: -15}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
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@ -390,7 +390,7 @@ Transform:
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@ -4,7 +4,7 @@ namespace Mirror.Examples.Common.Controllers
{ {
[AddComponentMenu("")] [AddComponentMenu("")]
[DisallowMultipleComponent] [DisallowMultipleComponent]
public class ContollerUIBase : MonoBehaviour public class ControllerUIBase : MonoBehaviour
{ {
// Returns a string representation of a KeyCode that is more suitable // Returns a string representation of a KeyCode that is more suitable

View File

@ -6,7 +6,7 @@ namespace Mirror.Examples.Common.Controllers.Flyer
{ {
[AddComponentMenu("")] [AddComponentMenu("")]
[DisallowMultipleComponent] [DisallowMultipleComponent]
public class FlyerControllerUI : ContollerUIBase public class FlyerControllerUI : ControllerUIBase
{ {
[Serializable] [Serializable]
public struct MoveTexts public struct MoveTexts

View File

@ -6,7 +6,7 @@ namespace Mirror.Examples.Common.Controllers.Player
{ {
[AddComponentMenu("")] [AddComponentMenu("")]
[DisallowMultipleComponent] [DisallowMultipleComponent]
public class PlayerControllerUI : ContollerUIBase public class PlayerControllerUI : ControllerUIBase
{ {
[Serializable] [Serializable]
public struct MoveTexts public struct MoveTexts

View File

@ -1,8 +0,0 @@
using UnityEngine;
namespace Mirror.Examples.Common.Controllers.Player
{
[AddComponentMenu("Network/Player Controller KRB (Reliable)")]
[RequireComponent(typeof(NetworkTransformReliable))]
public class PlayerControllerKRBReliable : PlayerControllerKRBBase { }
}

View File

@ -1,8 +0,0 @@
using UnityEngine;
namespace Mirror.Examples.Common.Controllers.Player
{
[AddComponentMenu("Network/Player Controller KRB (Unreliable)")]
[RequireComponent(typeof(NetworkTransformUnreliable))]
public class PlayerControllerKRBUnreliable : PlayerControllerKRBBase { }
}

View File

@ -1,4 +1,4 @@
using System; using System;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization; using UnityEngine.Serialization;
@ -9,7 +9,7 @@ namespace Mirror.Examples.Common.Controllers.Player
[RequireComponent(typeof(CapsuleCollider))] [RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(NetworkIdentity))] [RequireComponent(typeof(NetworkIdentity))]
[DisallowMultipleComponent] [DisallowMultipleComponent]
public class PlayerControllerKRBBase : NetworkBehaviour public class PlayerControllerRBBase : NetworkBehaviour
{ {
const float BASE_DPI = 96f; const float BASE_DPI = 96f;
@ -236,8 +236,6 @@ void Reset()
// Freeze rotation on X and Z axes, but allow rotation on Y axis // Freeze rotation on X and Z axes, but allow rotation on Y axis
rigidBody.constraints = RigidbodyConstraints.FreezeRotation; rigidBody.constraints = RigidbodyConstraints.FreezeRotation;
GetComponent<Rigidbody>().isKinematic = true;
#if UNITY_EDITOR #if UNITY_EDITOR
// For convenience in the examples, we use the GUID of the PlayerControllerUI // For convenience in the examples, we use the GUID of the PlayerControllerUI
// to find the correct prefab in the Mirror/Examples/_Common/Controllers folder. // to find the correct prefab in the Mirror/Examples/_Common/Controllers folder.
@ -292,7 +290,7 @@ public override void OnStartLocalPlayer()
if (runtimeData.controllerUI != null) if (runtimeData.controllerUI != null)
{ {
if (runtimeData.controllerUI.TryGetComponent(out PlayerControllerKRBUI canvasControlPanel)) if (runtimeData.controllerUI.TryGetComponent(out PlayerControllerRBUI canvasControlPanel))
canvasControlPanel.Refresh(moveKeys, optionsKeys); canvasControlPanel.Refresh(moveKeys, optionsKeys);
runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI)); runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
@ -312,6 +310,36 @@ public override void OnStopLocalPlayer()
void Update() void Update()
{ {
HandleOptions(); HandleOptions();
float deltaTime = Time.deltaTime;
if (controlOptions.HasFlag(ControlOptions.MouseSteer))
HandleMouseSteer(deltaTime);
else
HandleTurning(deltaTime);
HandleJumping(deltaTime);
HandleMove(deltaTime);
}
void FixedUpdate()
{
float fixedDeltaTime = Time.fixedDeltaTime;
ApplyMove(fixedDeltaTime);
// Update ground state
bool isGrounded = Physics.Raycast(transform.position, Vector3.down, capsuleCollider.height / 2 + 0.1f);
if (isGrounded)
runtimeData.groundState = GroundState.Grounded;
else if (runtimeData.groundState != GroundState.Jumping)
runtimeData.groundState = GroundState.Falling;
// Update velocity for diagnostics
#if UNITY_6000_0_OR_NEWER
runtimeData.velocity = Vector3Int.FloorToInt(rigidBody.linearVelocity);
#else
runtimeData.velocity = Vector3Int.FloorToInt(rigidBody.velocity);
#endif
} }
void HandleOptions() void HandleOptions()
@ -340,32 +368,8 @@ void SetCursor(bool locked)
Cursor.visible = !locked; Cursor.visible = !locked;
} }
void FixedUpdate()
{
float fixedDeltaTime = Time.fixedDeltaTime;
if (controlOptions.HasFlag(ControlOptions.MouseSteer))
HandleMouseSteer(fixedDeltaTime);
else
HandleTurning(fixedDeltaTime);
HandleJumping(fixedDeltaTime);
HandleMove(fixedDeltaTime);
ApplyMove(fixedDeltaTime);
// Update ground state
bool isGrounded = Physics.Raycast(transform.position, Vector3.down, capsuleCollider.height / 2 + 0.1f);
if (isGrounded)
runtimeData.groundState = GroundState.Grounded;
else if (runtimeData.groundState != GroundState.Jumping)
runtimeData.groundState = GroundState.Falling;
// Update velocity for diagnostics
runtimeData.velocity = Vector3Int.FloorToInt(rigidBody.velocity);
}
// Turning works while airborne...feature? // Turning works while airborne...feature?
void HandleTurning(float fixedDeltaTime) void HandleTurning(float deltaTime)
{ {
float targetTurnSpeed = 0f; float targetTurnSpeed = 0f;
@ -378,13 +382,13 @@ void HandleTurning(float fixedDeltaTime)
// If there's turn input or AutoRun is not enabled, adjust turn speed towards target // If there's turn input or AutoRun is not enabled, adjust turn speed towards target
// If no turn input and AutoRun is enabled, maintain the previous turn speed // If no turn input and AutoRun is enabled, maintain the previous turn speed
if (targetTurnSpeed != 0f || !controlOptions.HasFlag(ControlOptions.AutoRun)) if (targetTurnSpeed != 0f || !controlOptions.HasFlag(ControlOptions.AutoRun))
runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * fixedDeltaTime); runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
//transform.Rotate(0f, runtimeData.turnSpeed * fixedDeltaTime, 0f); //transform.Rotate(0f, runtimeData.turnSpeed * fixedDeltaTime, 0f);
transform.Rotate(transform.up, runtimeData.turnSpeed * fixedDeltaTime, Space.World); transform.Rotate(transform.up, runtimeData.turnSpeed * deltaTime, Space.World);
} }
void HandleMouseSteer(float fixedDeltaTime) void HandleMouseSteer(float deltaTime)
{ {
// Accumulate mouse input over time // Accumulate mouse input over time
runtimeData.mouseInputX += Input.GetAxisRaw("Mouse X") * runtimeData.mouseSensitivity; runtimeData.mouseInputX += Input.GetAxisRaw("Mouse X") * runtimeData.mouseSensitivity;
@ -396,16 +400,16 @@ void HandleMouseSteer(float fixedDeltaTime)
float targetTurnSpeed = runtimeData.mouseInputX * maxTurnSpeed; float targetTurnSpeed = runtimeData.mouseInputX * maxTurnSpeed;
// Use the same acceleration logic as HandleTurning // Use the same acceleration logic as HandleTurning
runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, runtimeData.mouseSensitivity * maxTurnSpeed * fixedDeltaTime); runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, runtimeData.mouseSensitivity * maxTurnSpeed * deltaTime);
// Apply rotation // Apply rotation
//transform.Rotate(0f, runtimeData.turnSpeed * fixedDeltaTime, 0f); //transform.Rotate(0f, runtimeData.turnSpeed * fixedDeltaTime, 0f);
transform.Rotate(transform.up, runtimeData.turnSpeed * fixedDeltaTime, Space.World); transform.Rotate(transform.up, runtimeData.turnSpeed * deltaTime, Space.World);
runtimeData.mouseInputX = Mathf.MoveTowards(runtimeData.mouseInputX, 0f, runtimeData.mouseSensitivity * fixedDeltaTime); runtimeData.mouseInputX = Mathf.MoveTowards(runtimeData.mouseInputX, 0f, runtimeData.mouseSensitivity * deltaTime);
} }
void HandleJumping(float fixedDeltaTime) void HandleJumping(float deltaTime)
{ {
if (runtimeData.groundState != GroundState.Falling && moveKeys.Jump != KeyCode.None && Input.GetKey(moveKeys.Jump)) if (runtimeData.groundState != GroundState.Falling && moveKeys.Jump != KeyCode.None && Input.GetKey(moveKeys.Jump))
{ {
@ -418,7 +422,7 @@ void HandleJumping(float fixedDeltaTime)
{ {
// Increase jumpSpeed using a square root function for a fast start and slow finish // Increase jumpSpeed using a square root function for a fast start and slow finish
float jumpProgress = (runtimeData.jumpSpeed - initialJumpSpeed) / (maxJumpSpeed - initialJumpSpeed); float jumpProgress = (runtimeData.jumpSpeed - initialJumpSpeed) / (maxJumpSpeed - initialJumpSpeed);
runtimeData.jumpSpeed += (jumpAcceleration * Mathf.Sqrt(1 - jumpProgress)) * fixedDeltaTime; runtimeData.jumpSpeed += (jumpAcceleration * Mathf.Sqrt(1 - jumpProgress)) * deltaTime;
} }
if (runtimeData.jumpSpeed >= maxJumpSpeed) if (runtimeData.jumpSpeed >= maxJumpSpeed)
@ -431,14 +435,14 @@ void HandleJumping(float fixedDeltaTime)
{ {
runtimeData.groundState = GroundState.Falling; runtimeData.groundState = GroundState.Falling;
runtimeData.jumpSpeed = Mathf.Min(runtimeData.jumpSpeed, maxJumpSpeed); runtimeData.jumpSpeed = Mathf.Min(runtimeData.jumpSpeed, maxJumpSpeed);
runtimeData.jumpSpeed += Physics.gravity.y * fixedDeltaTime; runtimeData.jumpSpeed += Physics.gravity.y * deltaTime;
} }
else else
// maintain small downward speed for when falling off ledges // maintain small downward speed for when falling off ledges
runtimeData.jumpSpeed = Physics.gravity.y * fixedDeltaTime; runtimeData.jumpSpeed = Physics.gravity.y * deltaTime;
} }
void HandleMove(float fixedDeltaTime) void HandleMove(float deltaTime)
{ {
// Initialize target movement variables // Initialize target movement variables
float targetMoveX = 0f; float targetMoveX = 0f;
@ -453,18 +457,18 @@ void HandleMove(float fixedDeltaTime)
if (targetMoveX == 0f) if (targetMoveX == 0f)
{ {
if (!controlOptions.HasFlag(ControlOptions.AutoRun)) if (!controlOptions.HasFlag(ControlOptions.AutoRun))
runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputGravity * fixedDeltaTime); runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputGravity * deltaTime);
} }
else else
runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputSensitivity * fixedDeltaTime); runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputSensitivity * deltaTime);
if (targetMoveZ == 0f) if (targetMoveZ == 0f)
{ {
if (!controlOptions.HasFlag(ControlOptions.AutoRun)) if (!controlOptions.HasFlag(ControlOptions.AutoRun))
runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputGravity * fixedDeltaTime); runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputGravity * deltaTime);
} }
else else
runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputSensitivity * fixedDeltaTime); runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputSensitivity * deltaTime);
} }
void ApplyMove(float fixedDeltaTime) void ApplyMove(float fixedDeltaTime)
@ -479,7 +483,11 @@ void ApplyMove(float fixedDeltaTime)
rigidBody.MovePosition(rigidBody.position + runtimeData.direction * fixedDeltaTime); rigidBody.MovePosition(rigidBody.position + runtimeData.direction * fixedDeltaTime);
// Handle vertical movement (jumping and gravity) // Handle vertical movement (jumping and gravity)
#if UNITY_6000_0_OR_NEWER
Vector3 verticalMovement = rigidBody.linearVelocity;
#else
Vector3 verticalMovement = rigidBody.velocity; Vector3 verticalMovement = rigidBody.velocity;
#endif
verticalMovement.y = runtimeData.jumpSpeed; verticalMovement.y = runtimeData.jumpSpeed;
// Apply gravity // Apply gravity
@ -487,7 +495,11 @@ void ApplyMove(float fixedDeltaTime)
verticalMovement.y += Physics.gravity.y * fixedDeltaTime; verticalMovement.y += Physics.gravity.y * fixedDeltaTime;
// Apply vertical movement // Apply vertical movement
#if UNITY_6000_0_OR_NEWER
rigidBody.linearVelocity = new Vector3(rigidBody.linearVelocity.x, verticalMovement.y, rigidBody.linearVelocity.z);
#else
rigidBody.velocity = new Vector3(rigidBody.velocity.x, verticalMovement.y, rigidBody.velocity.z); rigidBody.velocity = new Vector3(rigidBody.velocity.x, verticalMovement.y, rigidBody.velocity.z);
#endif
} }
} }
} }

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@ -0,0 +1,8 @@
using UnityEngine;
namespace Mirror.Examples.Common.Controllers.Player
{
[AddComponentMenu("Network/Player Controller RB (Reliable)")]
[RequireComponent(typeof(NetworkTransformReliable))]
public class PlayerControllerRBReliable : PlayerControllerRBBase { }
}

View File

@ -5,7 +5,7 @@ MonoImporter:
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@ -6,7 +6,7 @@ namespace Mirror.Examples.Common.Controllers.Player
{ {
[AddComponentMenu("")] [AddComponentMenu("")]
[DisallowMultipleComponent] [DisallowMultipleComponent]
public class PlayerControllerKRBUI : ContollerUIBase public class PlayerControllerRBUI : ControllerUIBase
{ {
[Serializable] [Serializable]
public struct MoveTexts public struct MoveTexts
@ -31,7 +31,7 @@ public struct OptionsTexts
[SerializeField] MoveTexts moveTexts; [SerializeField] MoveTexts moveTexts;
[SerializeField] OptionsTexts optionsTexts; [SerializeField] OptionsTexts optionsTexts;
public void Refresh(PlayerControllerKRBBase.MoveKeys moveKeys, PlayerControllerKRBBase.OptionsKeys optionsKeys) public void Refresh(PlayerControllerRBBase.MoveKeys moveKeys, PlayerControllerRBBase.OptionsKeys optionsKeys)
{ {
// Movement Keys // Movement Keys
moveTexts.keyTextTurnLeft.text = GetKeyText(moveKeys.TurnLeft); moveTexts.keyTextTurnLeft.text = GetKeyText(moveKeys.TurnLeft);

View File

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@ -143,7 +143,7 @@ GameObject:
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@ -0,0 +1,8 @@
using UnityEngine;
namespace Mirror.Examples.Common.Controllers.Player
{
[AddComponentMenu("Network/Player Controller RB (Unreliable)")]
[RequireComponent(typeof(NetworkTransformUnreliable))]
public class PlayerControllerRBUnreliable : PlayerControllerRBBase { }
}

View File

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@ -6,7 +6,7 @@ namespace Mirror.Examples.Common.Controllers.Tank
{ {
[AddComponentMenu("")] [AddComponentMenu("")]
[DisallowMultipleComponent] [DisallowMultipleComponent]
public class TankControllerUI : ContollerUIBase public class TankControllerUI : ControllerUIBase
{ {
[Serializable] [Serializable]
public struct MoveTexts public struct MoveTexts

View File

@ -6,7 +6,7 @@ namespace Mirror.Examples.Common.Controllers.Tank
{ {
[AddComponentMenu("")] [AddComponentMenu("")]
[DisallowMultipleComponent] [DisallowMultipleComponent]
public class TurretUI : ContollerUIBase public class TurretUI : ControllerUIBase
{ {
[Serializable] [Serializable]
public struct MoveTexts public struct MoveTexts

View File

@ -8,7 +8,7 @@ Material:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
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m_ShaderKeywords: m_ShaderKeywords:
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m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -24,7 +24,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _BumpMap: - _BumpMap:
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@ -32,7 +32,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
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@ -0,0 +1,52 @@
using UnityEngine;
using UnityEditor;
namespace Mirror.Examples.Common.Controllers.Player
{
[ExecuteInEditMode]
[AddComponentMenu("")]
public class PerlinNoise : MonoBehaviour
{
public float scale = 20f;
public float heightMultiplier = .03f;
public float offsetX = 5f;
public float offsetY = 5f;
[ContextMenu("Generate Terrain")]
void GenerateTerrain()
{
Terrain terrain = GetComponent<Terrain>();
if (terrain == null)
{
Debug.LogError("No Terrain component found on this GameObject.");
return;
}
#if UNITY_EDITOR
Undo.RecordObject(terrain, "Generate Perlin Noise Terrain");
#endif
terrain.terrainData = GenerateTerrainData(terrain.terrainData);
}
TerrainData GenerateTerrainData(TerrainData terrainData)
{
int width = terrainData.heightmapResolution;
int height = terrainData.heightmapResolution;
float[,] heights = new float[width, height];
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
float xCoord = (float)x / width * scale + offsetX;
float yCoord = (float)y / height * scale + offsetY;
heights[x, y] = Mathf.PerlinNoise(xCoord, yCoord) * heightMultiplier;
}
}
terrainData.SetHeights(0, 0, heights);
return terrainData;
}
}
}

View File

@ -0,0 +1,11 @@
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@ -19,11 +19,6 @@ void Awake()
mainCam = Camera.main; mainCam = Camera.main;
} }
void OnDisable()
{
//Debug.Log("PlayerCamera.OnDisable");
}
public override void OnStartLocalPlayer() public override void OnStartLocalPlayer()
{ {
if (mainCam != null) if (mainCam != null)
@ -38,16 +33,46 @@ public override void OnStartLocalPlayer()
Debug.LogWarning("PlayerCamera: Could not find a camera in scene with 'MainCamera' tag."); Debug.LogWarning("PlayerCamera: Could not find a camera in scene with 'MainCamera' tag.");
} }
void OnApplicationQuit()
{
//Debug.Log("PlayerCamera.OnApplicationQuit");
ReleaseCamera();
}
public override void OnStopLocalPlayer() 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) if (mainCam != null && mainCam.transform.parent == transform)
{ {
//Debug.Log("PlayerCamera.ReleaseCamera");
mainCam.transform.SetParent(null); mainCam.transform.SetParent(null);
SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
mainCam.orthographic = true; mainCam.orthographic = true;
mainCam.orthographicSize = 15f; mainCam.orthographicSize = 15f;
mainCam.transform.localPosition = new Vector3(0f, 70f, 0f); mainCam.transform.localPosition = new Vector3(0f, 70f, 0f);
mainCam.transform.localEulerAngles = new Vector3(90f, 0f, 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

@ -1341,7 +1341,15 @@ public void TestNullList()
Assert.That(readList, Is.Null); 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() public void TestHashSet()
{ {
HashSet<int> original = new HashSet<int>() { 1, 2, 3, 4, 5 }; HashSet<int> original = new HashSet<int>() { 1, 2, 3, 4, 5 };
@ -1353,7 +1361,7 @@ public void TestHashSet()
Assert.That(readHashSet, Is.EqualTo(original)); Assert.That(readHashSet, Is.EqualTo(original));
} }
[Test, Ignore("TODO")] [Test] // requires HashSetNetworkBehaviour to exits!
public void TestNullHashSet() public void TestNullHashSet()
{ {
NetworkWriter writer = new NetworkWriter(); NetworkWriter writer = new NetworkWriter();

View File

@ -0,0 +1,35 @@
// we are using the dotnet/runtime implementation which is already tested.
// basic test to ensure it generally works as expected.
using System;
using NUnit.Framework;
namespace Mirror.Tests.Tools
{
public class HalfTests
{
[Test]
public void BasicTest()
{
// start from a float
Half half = (Half)42.0f;
Half other = (Half)0.5f;
// add
Half value = half + other;
Assert.That((float)value, Is.EqualTo(42.5f));
// sub
value = half - other;
Assert.That((float)value, Is.EqualTo(41.5f));
// compare
Assert.That(half < other, Is.False);
Assert.That(half > other, Is.True);
Assert.That(half == other, Is.False);
Assert.That(half != other, Is.True);
Assert.That(half, Is.EqualTo((Half)42.0f));
Assert.That(half == (Half)42.0f, Is.True);
}
}
}

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@ -0,0 +1,3 @@
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View File

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

View File

@ -116,7 +116,7 @@ protected virtual void Awake()
() => OnClientConnected.Invoke(), () => OnClientConnected.Invoke(),
(message, channel) => OnClientDataReceived.Invoke(message, FromKcpChannel(channel)), (message, channel) => OnClientDataReceived.Invoke(message, FromKcpChannel(channel)),
() => OnClientDisconnected?.Invoke(), // may be null in StopHost(): https://github.com/MirrorNetworking/Mirror/issues/3708 () => OnClientDisconnected?.Invoke(), // may be null in StopHost(): https://github.com/MirrorNetworking/Mirror/issues/3708
(error, reason) => OnClientError.Invoke(ToTransportError(error), reason), (error, reason) => OnClientError?.Invoke(ToTransportError(error), reason), // may be null during shutdown: https://github.com/MirrorNetworking/Mirror/issues/3876
config config
); );

View File

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

View File

@ -68,14 +68,6 @@ public class #SCRIPTNAME# : NetworkManager
base.ConfigureHeadlessFrameRate(); 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 #endregion
#region Scene Management #region Scene Management

View File

@ -15,8 +15,6 @@ public class #SCRIPTNAME# : NetworkManager
public event Action OnStartAction; public event Action OnStartAction;
public event Action OnDestroyAction; public event Action OnDestroyAction;
public event Action OnApplicationQuitAction;
public event Action<string> ServerChangeSceneAction; public event Action<string> ServerChangeSceneAction;
public event Action<string> OnServerChangeSceneAction; public event Action<string> OnServerChangeSceneAction;
public event Action<string> OnServerSceneChangedAction; public event Action<string> OnServerSceneChangedAction;
@ -117,15 +115,6 @@ public class #SCRIPTNAME# : NetworkManager
base.ConfigureHeadlessFrameRate(); 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 #endregion
#region Scene Management #region Scene Management

View File

@ -18,6 +18,10 @@ using Mirror;
/// </summary> /// </summary>
public class #SCRIPTNAME# : NetworkRoomManager public class #SCRIPTNAME# : NetworkRoomManager
{ {
// Overrides the base singleton so we don't
// have to cast to this type everywhere.
public static new #SCRIPTNAME# singleton => (#SCRIPTNAME#)NetworkRoomManager.singleton;
#region Server Callbacks #region Server Callbacks
/// <summary> /// <summary>