Jacob Stove Lorentzen
b5f3779d
Initial packages checkin.
4 年前
GitHub
28843fc4
Merge branch 'main' into dev
3 年前
Jacob Stove Lorentzen
a394c6e4
Latest Dev and Readme without Vivox
3 年前
UnityJacob
4dc33191
merging in the working plastic branch.
3 年前
UnityJacob
e4cf51c3
Cleaned up Out of date scripts.
3 年前
GitHub
75340c6c
Merge pull request #5 from Unity-Technologies/mainBranchMergeAndDocs
dev branch merge and docs
3 年前
Thomas Coldwell
c5af4590
Get everything compiling again
3 年前
Thomas Coldwell
b18b5f59
Move auth event registration after initialization
Can't do it the old way because the Instace is null until initialized
3 年前
UnityJacob
5a5209dc
Pulled in latest Renames from Plastic Branch
3 年前
UnityJacob
85de15c7
Updated latest Lobby Rename and Moved Relay allocation to Countdown.
3 年前
UnityJacob
d7613e86
Latest Rename Changes.
3 年前
GitHub
a41d97a0
Merge pull request #7 from Unity-Technologies/dev
Latest class renaming and Doc updates.
3 年前
Jacob Stove Lorentzen
8cbba883
Merging from Dev to fix double-main head issue.
3 年前
Jacob Stove Lorentzen
35c03f04
Bringing in Merge changes to Lobby
3 年前
Jacob Stove Lorentzen
367cd157
Added Lobby Package
3 年前
GitHub
0aa138ef
Merge pull request #9 from Unity-Technologies/master-lobby_merge_resolution-beta_packages_included-public_release_staging
Public Release Structure
3 年前
Jacob Stove Lorentzen
356c8836
Staging/dev should be pretty in-sync
3 年前
nathaniel.buck@unity3d.com
abd52623
Partial progress: Following a trio of Relay+UTP samples, I seem to have something that will bind a transport to Relay and keep the connection open (as evident from the fact that a client can join after what would be the 10s timeout on Relay and successfully get the JoinAllocation, when they wouldn't without keeping the connection open even when binding was correct). However, this current code is very slapdash and sloppy; I'm just committing now as a very rough draft.
3 年前
nathaniel.buck@unity3d.com
cdaa3722
More partial progress: I'm sending a byte from the client and receiving it on the host, though I don't yet know how and it's a sloppy copy-paste.
3 年前
nathaniel.buck@unity3d.com
c2cfe060
Partial progress. Consolidating a little more, should be able to start breaking things out from here.
3 年前
nathaniel.buck@unity3d.com
85184572
Partial progress - I wanted to verify how to do the data sending before breaking out into another class. This will now send the client's name to the server on connection.
3 年前
nathaniel.buck@unity3d.com
678fd232
Still partial progress. I have a little handoff going where the client identifies itself to the server and the server responds with an ID to use in further communication. However, I don't think that will actually work since all clients would also need those IDs? I can just send the user ID, which takes up more bandwidth but not dramatically so. Also, this pinpoints the heartbeat for keeping the Relay allocation up. I'm trying to pull out all the job system things, since that both seems like an extra layer of complexity that devs would have to learn and it also isn't, like, *actually* used correctly in the sample?
3 年前
nathaniel.buck@unity3d.com
42fe907a
Almost actual progress: This now has the two clients connecting to Relay on join, with the host keeping the allocation alive, and they will send each other changes to their name, emote, and ready immediately.
The code will get some cleanup and renaming, and then there are still plenty more features necessary, including UI work and changes to how Lobby data get used.
3 年前
nathaniel.buck@unity3d.com
d1773d39
Consolidating and renaming for readability. This still represents the baseline Relay + UTP behavior, without removing existing Lobby behavior yet or handling edge cases.
3 年前
nathaniel.buck@unity3d.com
fbb0cb37
Adding inclusion of initial player data to lobby creation/join. Adding logic for Relay hosts to ferry network events from client to client. A bit of progress on changing the flow of user state to account for Relay, but that's still mostly in-progress. Adding client heartbeat to keep the UTP connection alive.
3 年前
nathaniel.buck@unity3d.com
5fa60706
Starting to shift responsibility off of lobby. Now, once a player is connected to Relay, the local player data will update from that instead of from the lobby. The data are still written to the lobby currently, however.
A couple renames for clarity are also included.
3 年前
nathaniel.buck@unity3d.com
5a114974
Transitioning data handling to Relay, so Lobby will only be responsible for the data useful for getting players into the lobby. I'm also fixing a bug where the lobby list heartbeat would never stop.
3 年前
nathaniel.buck@unity3d.com
90d3890c
Completing the game state shift from lobby to relay. This adjusts the countdown to be interruptible and to properly handle exiting the game and restarting it. I'm also starting to trim a bit from the GameStateManager and the main scene, though most of that is pending.
3 年前
nathaniel.buck@unity3d.com
9b8e52ec
Lobby package now requires a heartbeat, so this adds that in. Note that I've identified a bug with the UpdateSlow where the wrong delta time was being passed, and I'm not *technically* fixing that, but it's close enough and just a one-line fix.
3 年前
nathaniel.buck@unity3d.com
2a376941
Cleaning up some of the lobby state so that leaving and rejoining/creating new lobbies works properly. Oh, also, I forgot to remove the ArePlayersReadyTime from the lobby, and also had a minor bug with the lobby heartbeat.
3 年前
nathaniel.buck@unity3d.com
2689dab6
Adding in a color field to the lobbies, and the ability to filter by color in the lobby list. I still need to ensure the additional UI works for arbitrary aspect ratios.
3 年前
nathaniel.buck@unity3d.com
363b2f50
Merging the UTP changes.
3 年前
nathaniel.buck@unity3d.com
265c2b37
Adding logic to supply the relay allocation and join code to a lobby, to enable automatic disconnect (i.e. if relay disconnects a player, the lobby detects that and also disconnects the player). It doesn't currently *work* but I'm working with the lobby team to see why, since as far as I'm aware it should be working with what I have.
3 年前
nathaniel.buck@unity3d.com
f98fd886
Addressing most minor points from Thomas' feedback that needed actual work. Doesn't address: When the host pushes player data, it also pushes lobby data even if there aren't changes. There was some inconsistent issue with clients being unable to press the Join button. Tests need to be cleaned a bit before release.
3 年前
nathaniel.buck@unity3d.com
42535b51
Tidying a bit, especially the tests. Removing uninformative tests and adding a little context. Removing a couple test-only methods.
3 年前
nathaniel.buck@unity3d.com
838aae18
Fixing a bug where clients in builds would not receive the initial player state upon relay connection. There are also some nitpicks with the tests in here.
3 年前
nathaniel.buck@unity3d.com
2f8b1cfa
Merge from rename/cleanup branch.
3 年前
nathaniel.buck@unity3d.com
717476de
Merge of auto disconnect branch
3 年前
Jacob Stove Lorentzen
eea9277d
Merged in latest staging for doc image capture
3 年前
nathaniel.buck@unity3d.com
454c8146
Adding comments and doing minor renames for clarity.
3 年前
nathaniel.buck@unity3d.com
8b27e70f
Just a couple TODOs that are no longer relevant.
3 年前
Jacob Stove Lorentzen
cb8feefa
Merging Code clarity and Rename pass.
3 年前
Jacob Stove Lorentzen
787d711a
Added Crown Icon for host, and updated LobbyUserUI to switch it on/off based on "IsHost"
3 年前
Jacob Stove Lorentzen
4e514938
Testing merge on this branch
3 年前
Jacob Stove Lorentzen
18cac2ab
UI changes and Readme to Staging
3 年前
Jacob Stove Lorentzen
e7ddbab9
Cooldown for Lobby Requests - Preventing Confusing errors due to User impatience.
3 年前
Jacob Stove Lorentzen
0657af8f
Package update and library source changes.
3 年前
Jacob Stove Lorentzen
68ff15dc
Added a clearer Refreshlist error message.
3 年前
nathaniel.buck@unity3d.com
6346d43d
Looks like the "A Native Collection hasn't been disposed" error at this point is only present due to use not disposing of the NetworkDriver when we're done with Relay.
3 年前
Jacob Stove Lorentzen
286b4757
Implemented CR feedback
3 年前
nathaniel.buck@unity3d.com
e9163795
Oh, I found one of the bits that had been modified in mainScene instead of the JoinCreateCanvas prefab; Looks like the assignment of Hide on the join button OnSelect wasn't made to the prefab.
3 年前
nathaniel.buck@unity3d.com
d6a7e8dc
Fixing a timing issue with the lobby heartbeat, where you could leave a lobby right before the heartbeat elapses and then create a new one, and the heartbeat would still trigger with the old one.
3 年前
nathaniel.buck@unity3d.com
92722c59
Merge from minor fixes branch
3 年前
Jacob Stove Lorentzen
8957a190
Merging from main to check compatibility
3 年前
Jacob Stove Lorentzen
b536a7a4
Merging in Cooldown for Lobby Buttons.
3 年前
nathaniel.buck@unity3d.com
3045dabc
Modifying UpdateSlow to accommodate differing periods, including acting as a regular Update for subscribers that aren't necessarily MonoBehaviours. I'm also stripping the staggering behavior, since it was unclear and not particularly necessary.
3 年前
nathaniel.buck@unity3d.com
2bd692a3
Package updates happened, so I need to update the packages, but I don't want to bring in the branch with the existing rate limiting workaround at the same time. So, this is its own changeset. This should match the state of the closed_beta_package_update branch.
3 年前
Jacob Stove Lorentzen
ebefab4b
Brought in latest Bug fixes and Updates
3 年前
nathaniel.buck@unity3d.com
b9db2078
Adding in rate limit events for query operations. Now, the refresh button will be disabled while within the rate limit cooldown, and the lobby data refresh follows it as well (which it did previously, but it was less clear).
3 年前
nathaniel.buck@unity3d.com
691a48ab
Adding rate limit behavior for the Join button, so it will also fade while within the rate limit for joining lobbies.
Seems like at some point here, I've lost all non-manual list refreshing except when coming from the main menu? I.e. when quitting a lobby, the list doesn't refresh, since it's still within the rate limit for the lobby but we don't (and shouldn't?) cache the refresh call for the list.
3 年前
nathaniel.buck@unity3d.com
20603d75
Quick change to have the lobby list refresh upon returning from a lobby, as though entering from the main menu. Since we constantly query while in the lobby, the rate limit could interfere, so there's now logic to wait if needed.
3 年前
nathaniel.buck@unity3d.com
a8327179
Ugh, I'm just getting really lost in this merge. Just gonna check this in reaaaal quick since this seems to be nearly correct and then make adjustments. It appears I no longer have the issue where it recurses forever and crashes, but it's not *quite* right on the Join menu refreshing logic.
3 年前
Jacob Stove Lorentzen
1251eaa2
Merging in latest service versions to staging.
3 年前
nathaniel.buck@unity3d.com
abcdd61e
Fixing issue with an infinite loop if an enqueued operation continued to enqueue itself on execution.
3 年前
Jacob Stove Lorentzen
de763b1a
LogHandling seperation start
3 年前
nathaniel.buck@unity3d.com
71ab4284
Fix for the "Resetting event queue" error. We were calling NetworkDriver.ScheduleUpdate too many times, which dropped pending events on occasion.
3 年前
nathaniel.buck@unity3d.com
83ae4c80
Just some comments/renames from developer feedback.
3 年前
Jacob Stove Lorentzen
7644aa4e
Removed service packages in the sample package folder, set manifests to target the package manager.
3 年前
Jacob Stove Lorentzen
be717df9
Working Popup spawning and deletion, as well as extracting the topmost sentence from the Exception Log.
Popup design is pending, will have to work out a better UI spot.
3 年前
nathaniel.buck@unity3d.com
a9d87593
Quick comment change
3 年前
nathaniel.buck@unity3d.com
9f43a38a
Minor renames to clarify join codes.
Keep forgetting how to tag this, but let's try: [apply-change:a7f97ad3-049d-441d-8e2b-5f9e984488cc]
3 年前
nathaniel.buck@unity3d.com
9785bf7e
Merging the rate limit handling branch.
3 年前
Jacob Stove Lorentzen
3f26c715
PopUI CR changes applied
3 年前
Jacob Stove Lorentzen
aabd0373
3 年前
Jacob Stove Lorentzen
140c3348
Merged in latest from Staging
3 年前
Jacob Stove Lorentzen
af58bc19
Updated to latest package, pre-fixing.
3 年前
nathaniel.buck@unity3d.com
fb2375da
Updating LobbyAPIInterface to match changes to the Lobby API from the package. Consolidating a little async behavior between Lobby and Relay.
3 年前
nathaniel.buck@unity3d.com
899c1d93
Validated a couple notes from the previous changeset. Removed error code from the lobby list query since we no longer are provided the HTTP error code directly.
3 年前
Jacob Stove Lorentzen
221171ef
relay SDK upgrade, removed some redundancies' and brought the publicly available packages out of the Candidates scope.
3 年前
nathaniel.buck@unity3d.com
ea4a1137
Merging the Open_beta_update branch. The behavior for error pop-ups isn't quite done yet, but we've gotten a few other updates and fixes wrapped up with that so we'll just merge this all together now and branch of completion of that task next.
3 年前
nathaniel.buck@unity3d.com
3638cb6a
Merge of the "resetting event queue" fix branch
3 年前
Jacob Stove Lorentzen
1a5dccac
Merging in latest from Staging
3 年前
nathaniel.buck@unity3d.com
9cc7b9d3
Changing the error pop-up to handle the LobbyServiceException with more player-facing error output. The same work for Relay will follow if the package is in a usable state.
3 年前
nathaniel.buck@unity3d.com
3e096d83
Updating Lobby and Relay packages, including updates to the RelayAPIInterface.
3 年前
Jacob Stove Lorentzen
e1029858
Mute art added, main scene changes reverted to show them.
3 年前
nathaniel.buck@unity3d.com
831ba275
Adding in Relay exception handling, though I haven't yet found a way to test it out with more than a couple error types. It seems to work just fine.
3 年前
Jacob Stove Lorentzen
b683e72d
Finished UI graphics, begun adding local user data for Muting/Activating/Volume.
3 年前
Jacob Stove Lorentzen
60ca6111
Local User Audio UI hooked into listening for LocalUser.HasVoice.
Added Mute Toggle Button,
Added Volume Button
3 年前
Jacob Stove Lorentzen
17997ced
Merging in Relay SDK Update.
3 年前
Jacob Stove Lorentzen
c06c142d
addressed CR comments.
3 年前
nathaniel.buck@unity3d.com
cfa8d7ab
Adding in Vivox package. There is now a basic voice channel while in a lobby, but not yet volume controls or other Vivox features. (There are some TODOs of details to follow up on as well.)
3 年前
Jacob Stove Lorentzen
db92ac88
Updating main branch to latest Lobby and relay SDK
3 年前
GitHub
ab507ae5
Merge pull request #10 from Unity-Technologies/master
plastic-dev-master to github main
3 年前
nathaniel.buck@unity3d.com
6ce074b5
Merge from the Vivox UI branch
3 年前
nathaniel.buck@unity3d.com
15c689b7
Nitpick edits from the merged branch.
3 年前
nathaniel.buck@unity3d.com
c90240f8
Merging the error code exception branch.
3 年前
Jacob Stove Lorentzen
ce9d9799
Merging in latest to begin network integration
3 年前
Jacob Stove Lorentzen
db4d0f42
QuickJoin Button and functionality
3 年前
nathaniel.buck@unity3d.com
a685cb09
Adding volume controls and muting, though the actual cross-muting isn't yet working since the Vivox IDs aren't being mapped correctly to our Auth IDs yet.
3 年前
Jacob Stove Lorentzen
37ca0c4b
Moved to Public transport package.
3 年前
Jacob Stove Lorentzen
506f0246
Enter transport.Utp
3 年前
Jacob Stove Lorentzen
aa9f7051
Small EOL fix.
3 年前
nathaniel.buck@unity3d.com
e2e658c0
Making cross-muting work.
3 年前
GitHub
3740510f
Merge pull request #11 from Unity-Technologies/master-staging
Master staging
3 年前
Jacob Stove Lorentzen
6b794fd9
merging in public transport package
3 年前
nathaniel.buck@unity3d.com
c218602f
Merge of Vivox UI branch
3 年前
Jacob Stove Lorentzen
3f090620
Merged in latest to work on Quick Join errors
3 年前
nathaniel.buck@unity3d.com
fb9919c6
Adding the automatic en/disabling of the volume controls based on whether the player is actually able to send voice (i.e. do they have a device available, are they connected to the channel). Adding logic to display a mic icon for the local user instead of the volume control, so they just have the mute toggle. It still needs a mic icon.
3 年前
nathaniel.buck@unity3d.com
8306b622
Basic solution to that bug with the Relay disconnect not happening. This ensures that the disconnects will happen eventually, as the host stops pinging relay on disconnect and also clients will request disconnection from hosts immediately if possible. However, a few more issues to consider addressing: We could boot the host from the lobby manually if a relay disconnect is detected. A client could leave the lobby immediately if the host has left. We need to clean up properly so that the automatic disconnect can be done repeatedly.
3 年前
Jacob Stove Lorentzen
1b9c4895
Quick Join errors updated to latest error handling, added unique rate limiter to quick join in accordance with SDK Spec (10 seconds)
3 年前
nathaniel.buck@unity3d.com
d44c2386
Adding in a special case for a client to detect the host leaving the lobby. Verified that we don't need to do additional cleanup. Verified that the host disconnecting from Relay will cause the lobby to disconnect after 10s as expected; this supplies an error popup with the exception, which is fine?
3 年前
Jacob Stove Lorentzen
91106af8
CR fixes, added comments and removed queuing for quick join.
3 年前
Jacob Stove Lorentzen
49b70c15
Merging in quick join button
3 年前
nathaniel.buck@unity3d.com
51d51cfa
Adding a few comments for clarification.
3 年前
Jacob Stove Lorentzen
c69acc26
consolidated Mute Icon
3 年前
Jacob Stove Lorentzen
c7e353aa
Vivox Support for Lobby and Relay merge
3 年前
nathaniel.buck@unity3d.com
bd3f3544
Merge from relay autodisconnect branch
3 年前
nathaniel.buck@unity3d.com
5d19a04f
Quick minor tidy
3 年前
nathaniel.buck@unity3d.com
a0ba1fdd
DTLS integration, probably? It's not in this Editor version, but this should work in 2021. Added a test to say "hey, this is the wrong version" and everything still works the same as before adding DTLS.
3 年前
nathaniel.buck@unity3d.com
a101f72d
Correcting how we handle the volume state and UI when users leave and rejoin lobbies, to prevent stale values from persisting and to prevent the initial UI state for a user entering a lobby from being incorrect if they were previously in a lobby.
3 年前
nathaniel.buck@unity3d.com
20496d52
Adding in a test for DTLS and cleaning up a couple minor points with the DTLS changes. These do not currently work on 2020.3 (since DTLS support has not been ported back yet but will be) but I've tested them on 2021.2.0b11; the test executes just fine, but for some reason in practice there's an issue where we no longer know the correct packet length when reading Relay data. I'm told there should not be any change to this needed on the developer's end when DTLS is active, but investigation is ongoing.
3 年前
nathaniel.buck@unity3d.com
fc7d77ff
Cleaning out Vivox TODOs. The main thing is shifting the Vivox login and join to do some extra error handling. Waiting to hear on one more issue regarding IChannelSession.Disconnect being called before EndConnect completes, which might be allowing players to stay in the voice channel after leaving a lobby if they mash through the buttons quickly.
3 年前
Jacob Stove Lorentzen
31d79a86
Changed the "White" in-lobby color to an off-white to make buttons pop more.
3 年前
nathaniel.buck@unity3d.com
a204c67d
Oops, missed a UI change in clients that I added for hosts.
3 年前
nathaniel.buck@unity3d.com
0f56f193
The last TODO has been converted into a bug, though it might end up being fixed internally by Vivox if they repro with testing.
3 年前
nathaniel.buck@unity3d.com
8344a95b
Changing the Relay message parsing to allow for validation of the message length, which was interfering with diagnosing the issue with DTLS. (Turns out it's on their end, and there's a fix coming today. But, this is still an improvement.)
3 年前
nathaniel.buck@unity3d.com
3743aff9
pull from staging
3 年前
nathaniel.buck@unity3d.com
123815cb
Minor logging change, and upgrade package. I've tested in 2021.2.0b11 that this works with DTLS active, although it might need a little more rigor since I had intermittent issues with one editor (but not so much the other?) failing to fully connect to Relay for some reason (i.e. getting stuck in the "Connecting..." state).
3 年前
Jacob Stove Lorentzen
8e017b40
UI Edits merged
3 年前
nathaniel.buck@unity3d.com
e7d52025
Pull from staging for UI polish
3 年前
Jacob Stove Lorentzen
87f68c15
merge in latest Vivox and UI Fixes
3 年前
nathaniel.buck@unity3d.com
3188678f
Merge from vivox_polish branch
3 年前
nathaniel.buck@unity3d.com
a475b72c
Adding a notice on failed login to remind about connecting the Project ID. Adding a note about how to force a logout in case of a weird issue.
3 年前
Jacob Stove Lorentzen
cdf1ba7f
Updated Canvas Visuals to new Assets
3 年前
nathaniel.buck@unity3d.com
10322c9b
Copying a change from the DTLS branch that just altered how we handle event processing in RelayUtpClient, which, I'm about to make other changes to RelayUtpClient so I want to bring those in now.
3 年前
nathaniel.buck@unity3d.com
fa1b6636
Pull from main/staging
3 年前
GitHub
4954d4e9
Merge pull request #13 from Unity-Technologies/master-staging
Vivox Feature branch
3 年前
Jacob Stove Lorentzen
4f570a1a
Merging LAtest vivox changes to Main
3 年前
nathaniel.buck@unity3d.com
9ec8e971
Merge from DTLS branch
3 年前
nathaniel.buck@unity3d.com
e0abc931
Bugs: Removing the selected lobby data from the Join menu, so that when we return from a lobby, if we select Join again immediately, we don't just try to join the same lobby again. Changing "Ready." to "Ready" in the lobby UI. Making the error popup block raycasts fully, except for the Back button (for the case of the host disconnecting from the Lobby, since they would be popping up a 404 every 1.5s such that it would be difficult to click the button to leave the lobby).
3 年前
nathaniel.buck@unity3d.com
06442dad
Ensuring there will be a means for clients to disconnect themselves if they haven't been approved in a reasonable amount of time.
3 年前
nathaniel.buck@unity3d.com
8192c7a4
Bugs: Fixing a couple harmless null refs that could result from quitting out of a lobby during Relay connection. Allowing the Back button to be visible during lobby countdown since quitting out at that point won't, like, *ruin* anything; this is actually to fix an issue where a client's Back button could disappear for an UpdateSlow between the point where they locally know they're in game and the lobby receives the actual data push from the host.
3 年前
nathaniel.buck@unity3d.com
e32921b2
Bugs: Adding clarifying comments for Relay + UTP and for some of the design patterns. Adding a rate limit on the lobby host button. Adding a blocker on the spinner so that the lobby list UI can't be interacted with while the spinner is visible (to prevent someone from starting to join a room that's about to be removed from the list).
3 年前
nathaniel.buck@unity3d.com
3b9ddfce
Bugs: Setting LogHandler severity in-editor changes it at runtime. Handling some minor TODOs. Fixing an issue with getting some Vivor errors if disconnecting from a lobby before the Vivox connection completes.
3 年前
Jacob Stove Lorentzen
f9b30e40
Merged in latest bug fixes.
3 年前
nathaniel.buck@unity3d.com
92365e69
Merge from current staging.
3 年前
Jacob Stove Lorentzen
752c13c8
Added fonts, icon art and consolidated icons into same folder.
3 年前
nathaniel.buck@unity3d.com
fca424e7
Merging in the "bugs, various" branch
3 年前
nathaniel.buck@unity3d.com
56b3f054
Shoot I forgot to merge in the bugs_various but I was gonna set up smart merge first
3 年前
Jacob Stove Lorentzen
cb671a01
Addressed CR feedback and implemented new Assets.
3 年前
nathaniel.buck@unity3d.com
1fc7440a
Primary rejection behavior - A host will reject an incoming client if the lobby is already in the in-game state. Clients will now no longer send data until they are approved, but once approved, connection completes as usual.
3 年前
Jacob Stove Lorentzen
e50e7220
Merged from Staging
3 年前
nathaniel.buck@unity3d.com
e9e2089b
Minor fix - Users would be prevented from joining if the relay request arrived before the host knew that they had joined the lobby.
3 年前
nathaniel.buck@unity3d.com
a1a07b92
Pulling the countdown logic out of the GameManager and the LocalLobby; the latter fixes a bug where the countdown would prevent any lobby changes from being pushed from the host, since every from the LocalLobby's OnChanged event would fire.
3 年前
Jacob Stove Lorentzen
4c0d3e65
Colorblindness pass for lobbies.
MipMap settings for Borders.
3 年前
nathaniel.buck@unity3d.com
10dadd0f
Reordered the MessageTypes and added space for clarity (and ensured none are serialized). Broke up the GameManager OnReceiveMessage a bit for readability.
3 年前
Jacob Stove Lorentzen
0669b238
New Emote Icons.
3 年前
nathaniel.buck@unity3d.com
5e5fb86c
Fix for the issue where a host could continue to make lobby color edits as another client joined and not see the join until afterward: The lobby heartbeat now forces the host to pull every time they push, which they weren't doing previously. This requires a mechanism for ensuring edits that are made between initiating the push and completing the pull are not overwritten when the pull completes.
3 年前
Jacob Stove Lorentzen
3ca1aac2
Removed Outlines of Icons.
Brightened the White color of "No Filter" in RecolorForLobbyType
Darkened the Relay colors.
3 年前
Jacob Stove Lorentzen
4ad4cfa9
Merging in new Art!
3 年前
Jacob Stove Lorentzen
3b73b3ba
Updated to latest Vivox, made sure to reference UnityVivox.dll
3 年前
Jacob Stove Lorentzen
68d85faf
Merging in the updated packages.
3 年前
Jacob Stove Lorentzen
05e13f2f
New UI Art Merge!
3 年前
GitHub
6b94015c
Merge pull request #16 from Unity-Technologies/master
Master UI Merge to Main.
New UI Assets!
3 年前
nathaniel.buck@unity3d.com
ba20852d
Merging from main/staging
3 年前
Jacob Stove Lorentzen
45ad44d6
Disallowing Empty Name Changes
Clearing Join Code Field on return to correctly reflect the code state.
3 年前
nathaniel.buck@unity3d.com
7d08ddb1
Merge from the host_handshake branch
3 年前
Jacob Stove Lorentzen
97fab322
Small Whitespace nitpicks, reverted a sneaky change.
3 年前
nathaniel.buck@unity3d.com
8d8babbd
Fixing a bug where a player could disconnect from a lobby while Vivox was still connecting and end up outside the lobby but inside the voice channel. Now, if that case is detected, we ensure that the disconnect message to Vivox is sent after its connection process completes.
3 年前
Jacob Stove Lorentzen
0bccd972
3 年前
Jacob Stove Lorentzen
94ea6209
Merging staging and UI Bugs
3 年前
nathaniel.buck@unity3d.com
101371fa
Merge of disconnect bug fix
3 年前
nathaniel.buck@unity3d.com
5f41201b
Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection.
3 年前
Jacob Stove Lorentzen
06554ebf
3 年前
Jacob Stove Lorentzen
197471b3
Removed cloudID
3 年前
Jacob Stove Lorentzen
70ddfc82
3 年前
GitHub
16ed3868
Merge pull request #18 from Unity-Technologies/master
Master
3 年前
nathaniel.buck@unity3d.com
c7509a07
Merge from main, esp. package updates.
3 年前
nathaniel.buck@unity3d.com
7e8eeb05
Players have cursors that they control that will collide with symbol objects. On a click, the host checks for proximity to a symbol object and "destroys" one if it was clicked on.
3 年前
nathaniel.buck@unity3d.com
9614d153
Adding logic for displaying an image for each symbol object, and choosing a randomized sequence of symbols. Also adding basic UI for displaying a player's target sequence.
(Known issue that I just found: It looks like having three players doesn't allow one to join. Will investigate.)
3 年前
nathaniel.buck@unity3d.com
834f705a
Apparently the manual list of connected players wasn't updating, so I've switched to just use the NetworkManager's list instead.
3 年前
Jacob Stove Lorentzen
a312889d
merging to staging
3 年前
nathaniel.buck@unity3d.com
e429e5b7
Shifting the target sequence tracking to the host. Adding in scores and UI for them. These both warranted shifting some of the input handling to stay on the host, so that anything that involves validating input and awarding points is serverside.
3 年前
nathaniel.buck@unity3d.com
2e0ba992
Adding logic for correctly disconnecting all players when the game ends, with some esoteric fixes (setting IsLocalSpace for the SymbolObject transforms so the client can interpolate them correctly, ensuring clients are disconnected before the host).
3 年前
nathaniel.buck@unity3d.com
6023d8dc
Missed a comment
3 年前
Jacob Stove Lorentzen
f4b5e883
3 年前
Jacob Stove Lorentzen
17c09d5c
Cursor logic and art.
3 年前
Jacob Stove Lorentzen
bfb28426
Cursor click effect Stopping point. (does not show on the game camera yet?)
3 年前
nathaniel.buck@unity3d.com
907d4de4
Merge from symbol_game_art (which, probably gonna really muddle the merge back to staging when that happens, but that branch appears largely fine, aside from some minor incompatibilities with this branch that I will fix).
3 年前
nathaniel.buck@unity3d.com
775e3c80
Integrating the art assets into the logic. The cursor appears with particles as intended with the correct layering, and the icons appear within the masked space backgrounds.
3 年前
nathaniel.buck@unity3d.com
abf9da09
Merge from all the NGO minigame branches, together!
3 年前
nathaniel.buck@unity3d.com
abde7ffc
Fixing a bug with Messenger: If a recipient would Unsubscribe during their IReceiveMessage, the new recipient list length was not respected. Messenger has been modified to allow arbitrary Un/Subscribe operations and then batch them until before the next message (so that the subscriber list will not be modified during OnReceiveMessage). More Messenger tests have been added.
3 年前
nathaniel.buck@unity3d.com
119e8e33
Switching over to the RelayUnityTransport component, although I'm still using the other Relay allocation to send the NGO relay code so that needs to change. Also note that consecutive games in one lobby fail now, for using the wrong relay code.
3 年前
nathaniel.buck@unity3d.com
2f4526c7
Fixing a bug with Messenger which allowed subscribers to add/remove subscribers during OnReceiveMessage that would themselves send a message, pushing through the add/remove before the original OnReceiveMessage call completed. This would cause a list mutation error since it happened within a foreach loop.
3 年前
nathaniel.buck@unity3d.com
3aca367d
Removing the use of Relay to transmit the NGO relay code.
3 年前
nathaniel.buck@unity3d.com
32435eba
Just a little thing I noticed - There are some editor assets that are creating new LocalLobbies in edit mode. I'll have to root out all of them, but here's one.
3 年前
nathaniel.buck@unity3d.com
be6ccfbe
Symbols can be clicked on repeatedly now, so if someone mashes they will lose points as expected. I'm also resolving a timing issue that I missed that happened with a single player, where they'd start the game immediately on connection (since all players were connected) but before the SymbolContainer could call Start to subscribe for the game start message.
3 年前
nathaniel.buck@unity3d.com
1041eaf9
Cleaning up with some comments and shifting the RelayNGOUtpSetup to its own file.
3 年前
nathaniel.buck@unity3d.com
120aeb08
Changing the InGame namespace/directory to NGO for clarity.
3 年前
nathaniel.buck@unity3d.com
cf118508
Merge from the NGO minigame cleanup branch. This is partial but stable progress on that front.
3 年前
nathaniel.buck@unity3d.com
12a7518e
Adding a basic intro to the minigame.
3 年前
nathaniel.buck@unity3d.com
cf4ecd09
Merging in a Messenger fix.
3 年前
nathaniel.buck@unity3d.com
643c4789
Merging in the Messenger fix
3 年前
nathaniel.buck@unity3d.com
37ebe6f8
Merging from the Messenger fix branch.
3 年前
nathaniel.buck@unity3d.com
3c745e1e
Adding in nameplates to player cursors, so that player names are shown except for that of the local client. Adding a networked data store to live on the server, since we'll need to retrieve the names for the end-of-game UI as well.
3 年前
nathaniel.buck@unity3d.com
5418606d
Fix to AsyncRequest - After an update a while ago, Relay exceptions stopped getting the extra call stacks that the AsyncRequest maintains, since something on the service side of things handles exceptions on its own. This switches the logging a bit to ensure call stacks for our code are presented.
3 年前
nathaniel.buck@unity3d.com
114ee0ac
Fixed an issue with RelayUtpClient cleanup where its disconnect message wouldn't get through to the host.
3 年前
nathaniel.buck@unity3d.com
ca5164bb
A couple things:
- Fixing the bug with clients having trouble connecting to the host even when getting the necessary data. I again hit that issue with the local lobby pulling before pushing and overwriting data.
- Adding a game end UI that shows the player scores before returning to the lobby. This required modifying data storage on the host to accommodate providing the scores at the end.
3 年前
nathaniel.buck@unity3d.com
b3bdc3d6
Adding in a call to CheckIfAllUsersReady in the RelayUtpHost within the lobby rate limits, so that if a player disconnects and all remaining players are readied, the countdown will begin. (If and when Wire is integrated, that might obsolesce this.)
3 年前
Jacob Stove Lorentzen
d1e6b9c7
Added Logic for locking the lobby in the service when the lobby is counting down or in-game.
3 年前
nathaniel.buck@unity3d.com
26cfa9d6
Adding in BSP generation to select spawn positions for the symbols.
3 年前
Jacob Stove Lorentzen
57b494b0
Renamed PlayerInteractionPanel to UserInteraction Panel.
Player should refer to in-game entities, and user should refer to in-lobby and other service entities.
3 年前
nathaniel.buck@unity3d.com
5b2e7b8c
Adding an outro sequence that shows the scores briefly before returning to the lobby. Adding basic UI layering for the minigame assets (target sequence renders over everything, cursors and names render over everything else, etc.).
3 年前
Jacob Stove Lorentzen
55970d57
fixed some whitespace and line endings.
3 年前
nathaniel.buck@unity3d.com
9ac29e68
Merging a Messenger fix.
3 年前
Jacob Stove Lorentzen
8a53acf9
Small PR fix on locking state in the data loop.
3 年前
Jacob Stove Lorentzen
413eb4b3
Join Menu tabs retain their color on change.
3 年前
nathaniel.buck@unity3d.com
d2ab33ea
Adding a fix for players sometimes getting booted from the minigame even when successfully connected (I was mismanaging the ClientRPC call that starts the game so that the last client to connect would sometimes receive the begin game message for another player (and then not initialize since it hadn't gotten its connection confirmation yet) and then try to start the game without being in the connected state, even though it was actually connected.)
Fixing an issue I introduced a few changes ago that made the back button from in-game go to the lobby UI even though it quits the lobby.
There are some minor cleanup changes here as well: icon_bg prefab is consolidated into SymbolObject since that's its only usage. Clearing out some TODOs which have been investigated and addressed or obsolesced.
3 年前
Jacob Stove Lorentzen
4813c81f
Whitespace fix
3 年前
nathaniel.buck@unity3d.com
f6d1e31f
Adding in client RPC calls so that clients will run the game end sequence.
3 年前
nathaniel.buck@unity3d.com
684cd853
Merge from NGO cleanup branch
3 年前
Jacob Stove Lorentzen
123f372a
Code reviewed bugs
3 年前
nathaniel.buck@unity3d.com
4d694cb8
Instead of the local player seeing the simulated cursor object, they will now instead see just their actual cursor with the same image, to cover up the visual lag a bit. (They can still see the lag happening with the click particles, which should still demonstrate the point.)
3 年前
Jacob Stove Lorentzen
8c3a3cd3
whitespace update
3 年前
nathaniel.buck@unity3d.com
d3a2da52
Addressing remaining TODOs (which are all either outdated, handled in other changesets, or captured as a work item). Also addressing a couple compiler warnings -- one to suppress when DTLS isn't available and one for a deprecated Relay API.
3 年前
nathaniel.buck@unity3d.com
c93aa1a3
Merging the AsyncRequest logging fix.
3 年前
nathaniel.buck@unity3d.com
5576f094
Quick rename for consistency.
3 年前
nathaniel.buck@unity3d.com
8816a3db
Merge from staging. This breaks behavior for this fix, will investigate.
3 年前
Jacob Stove Lorentzen
07363e52
merge and inGameRunner update to use collider for area.
3 年前
nathaniel.buck@unity3d.com
80a98484
Cleaning up some comments for clarity. I've also removed NetworkTransform from the cursor since we're managing the positions with a NetworkVariable, and renamed some methods.
3 年前
nathaniel.buck@unity3d.com
c0e1472f
Merge from staging.
3 年前
nathaniel.buck@unity3d.com
e1d4bfe8
Merge from ngo_more_cleanup branch.
3 年前
nathaniel.buck@unity3d.com
22060da3
Merge again from staging with the ngo_more_cleanup branch.
3 年前
nathaniel.buck@unity3d.com
8c5a2c63
I thought this had been working correctly with the initial changes, but I guess not? Anyway, adding a frame delay from the RelayUtpClient's Disposal before Destroying it to ensure the disconnect message reaches the host.
3 年前
nathaniel.buck@unity3d.com
7734e73f
Merge from the when_player_leaves branch.
3 年前
Jacob Stove Lorentzen
f63b493c
Brought in latest staging changes.
3 年前
Jacob Stove Lorentzen
738cecc7
Symbol Clicked death
3 年前
Jacob Stove Lorentzen
61acdcae
death animation for glyphs
3 年前
Jacob Stove Lorentzen
c02f4862
Glyph despawn animations for enemies and yourself.
3 年前
Jacob Stove Lorentzen
9cb780dd
3 年前
Jacob Stove Lorentzen
c75c5377
Merging in the Glyph Game and additional bug fixes.
3 年前
GitHub
bb8832a3
Merge pull request #21 from Unity-Technologies/master
Master
3 年前
Bart Janczuk
0aa1fee6
Remove usage of connectionInfo
3 年前
GitHub
795f1cf7
Merge pull request #23 from Unity-Technologies/bartj/remove-connectioninfo
Remove usage of connectionInfo
3 年前
Jacob Stove Lorentzen
070d67e5
merging in latest from main-github
3 年前
Jacob Stove Lorentzen
dacb0cc2
Moved Asmdef into its own folder per unity reccomendation.
3 年前
Jacob Stove Lorentzen
ac568d9e
3 年前
Jacob Stove Lorentzen
d5286095
Added Comments and clarified some class names.
3 年前
Jacob Stove Lorentzen
7a207895
Merging in QOL changes.
3 年前
Jacob Stove Lorentzen
e876c95b
NGO Error spam Fix.
-Reduced the amount of NetworkMonobehaviours on the glyphs
-Increased the Queue Limit on the Transport.
3 年前
Jacob Stove Lorentzen
28ad491f
First working Wire implementation
3 年前
Jacob Stove Lorentzen
df45474f
Merging in the NGO fix
3 年前
GitHub
3b6a28a2
Merge pull request #24 from Unity-Technologies/master-staging
Quality of Life & Bug Fixes.
3 年前
Jacob Stove Lorentzen
45d2b1ea
3 年前
Jacob Stove Lorentzen
02574016
Working wire implementation (Only passes the lobby color, and relay code around)
3 年前
Jacob Stove Lorentzen
1da4acd8
clarified pullUpdate naming and added an error catch.
3 年前
Jacob
06dea12e
renamed the namespace
Renamed the namespace
added a popup for when the user forgets to input their project settings
3 年前
Jacob Stove Lorentzen
eea9bb46
Unity 2021 upgrade and NGO Update
3 年前
Ben Randall
b6a47b6d
Add ParrelSync to sample
Show how to use ParrelSync with automatic user switching for clones.
2 年前
Thiago Wilson Nevares Trindade
c753a3e2
fix: update the usage of Relay API to avoid using deprecated fields
2 年前
Jacob
220b189e
fix:package updates
- removed project ID
- updated packages for wire.
2 年前
GitHub
53b95e47
Merge pull request #31 from Unity-Technologies/fix/updateAPIUsage
fix: update the usage of Relay API to avoid using deprecated fields
2 年前
Jacob Stove Lorentzen
2ea6c8bc
BROKEN ( New NGO NetworkManager pattern causes initialization issues)
Need to solve NetworkManager vs IngameRunnerPrefab race condition.
Ingamerunnerprefab does not seem to get OnSpawned??
3 年前
Ben Randall
d39f08f2
Remove using statement to simplify.
2 年前
Jacob
8f1e5aac
Merge branch 'main' into master-staging
2 年前
Jacob Stove Lorentzen
838efe8b
Fixed Glyph game bugs caused by updated packages.
3 年前
GitHub
490c82ed
Merge pull request #32 from Unity-Technologies/master-staging
fix: latest prod packages
2 年前
Jacob Stove Lorentzen
31068570
Switched LobbyAsyncRequests and its implemenations over to async Tasks
Started Deprecating/merging the LobbyAPIInterface into LobbyAsyncRequests
Converted DoRequest unit tests.
2 年前
Jacob Stove Lorentzen
4a58c102
Customer Test Branch
3 年前
Jacob Stove Lorentzen
c7c865a7
Fixed instant crash bug from recursive Task adding.
Removing Queueing Tasks for now, we’ll figure out a better way to do it in the future.
2 年前
Jacob Stove Lorentzen
80021bb5
Adding ParrelSync
3 年前
Jacob Stove Lorentzen
aeb54c1c
All Functionality redirected from LobbyAPIInterface (Except Wire Integration)
2 年前
Jacob Stove Lorentzen
3daae290
Test Scene working, confirming what we knew.
2 年前
Jacob Stove Lorentzen
dbb69d28
saving Wire implementation before tearing it outw
2 年前
Jacob Stove Lorentzen
df835641
Removed Wire use and Listeners.
Changed Heartbeatloop to be self-contained to the LobbyAsync implementation
Changed UpdateLoop in LobbyContentUpdater to a repeating task.
2 年前
Jacob Stove Lorentzen
abc179d2
Removed LobbyAPIInterface completely.
Re-hooked up polling loop to LobbyContentUpdater
2 年前
Jacob Stove Lorentzen
8e59f225
Removed LobbyAPIInterface completely.
Re-hooked up polling loop to LobbyContentUpdater
2 年前
Jacob Stove Lorentzen
33b59ac0
SetupIngame removed most callbacks
Removed RelayNGOUtpSetup
2 年前
Jacob Stove Lorentzen
a6f862b2
Small Nitpicks for relay roundtrip and asyncRequests
2 年前
Jacob Stove Lorentzen
30f2fd8b
Added Parrelsync and updated Service intializastion to use profiles based on what clone we are in.
2 年前
Jacob Stove Lorentzen
b39640ba
Saving RelayUTPSetup for posterity
2 年前
Jacob Stove Lorentzen
96727d5b
Game Manager as a Singleton
2 年前
Jacob Stove Lorentzen
8a5b5a31
Renamed LobbyUpdater to Lobby Synchronizer.
Removed Identity Service, Replaced with AuthenticationManager
Removed “private” in front of all private fields.
2 年前
Jacob Stove Lorentzen
6702d4b4
Renamed AuthenticationManager to Auth to avoid conflct with a System API
Reframed the LobbyManager to maintain the life cycle of the remote Lobby.
-Is now responsible for maintaining the reference to the latest cache of the remote Lobby,
-Will automatically set up the heartbeat for host,
-Also Works to prevent RateLimit Errors by creating cooldowns for each Lobby API Call
-Adjusted Roundtrip tests accordingly.
Moved Data synchronizastion to LobbySynchronizer
-Checks for local and remote changes and pushes/pulls player and lobby data accordingly.
2 年前
Jacob Stove Lorentzen
567ddd9b
Removed remaining relay changes from synchronizer.
BUG Can't see the Lobby?
BUG Players dont update their state.
2 年前
Jacob Stove Lorentzen
9a25d84e
Removed Relay related user synch limiting behaviour in LobbyUser. Synching is all done in LobbySynchronizer.
Renamed Multiple previous callback methods in GameManager to a more future-tense version.
Removed all magic strings from LobbyConverters to cached nameof() constants.
2 年前
Jacob Stove Lorentzen
04cf2cf7
Stopping point. for converting Lobby to non-observer.
2 年前
Jacob Stove Lorentzen
cf8e07d7
Brought in latest GA packages and made sure we have working game and relay.
2 年前
Jacob Stove Lorentzen
3afa3f3b
Renamed LobbyUser to LobbyPlayer
Renamed ObservedValue to CallbackValue
Started Converting LocalLobby to containing a Lobby
Started converting LobbyPlayer to containing a player
2 年前
Jacob Stove Lorentzen
7e47c4ab
Stopping POint
2 年前
Jacob Stove Lorentzen
de17cb80
Renamed AuthenticationManager to Auth to avoid conflct with a System API
Reframed the LobbyManager to maintain the life cycle of the remote Lobby.
-Is now responsible for maintaining the reference to the latest cache of the remote Lobby,
-Will automatically set up the heartbeat for host,
-Also Works to prevent RateLimit Errors by creating cooldowns for each Lobby API Call
-Adjusted Roundtrip tests accordingly.
Moved Data synchronizastion to LobbySynchronizer
-Checks for local and remote changes and pushes/pulls player and lobby data accordingly.
2 年前
Jacob Stove Lorentzen
2ca155b9
merged in Async teardown
2 年前
Jacob Stove Lorentzen
f73d89e6
WIP: Torn out LobbyUserObserver and LocalobbyObserver.
At least getting local Lobby Changes.
2 年前
Jacob Stove Lorentzen
affdbccc
WIP Integrating Wire
2 年前
Jacob Stove Lorentzen
ec24566e
fix: Back to working 1-player lobby without relay lobby
2 年前
Jacob Stove Lorentzen
e9517ac6
WIP: simplifying Lobby SDK calls.
2 年前
UnityJacob
05bb81d4
feat: Fixed some broken UI Prefabs
2 年前
UnityJacob
5abfd865
Merge remote-tracking branch 'origin/master-staging-wire_implementation' into master-staging-2021_Upgrade-Async_Refactor
# Conflicts:
# Assets/Scripts/GameLobby/Game/GameManager.cs
# Assets/Scripts/GameLobby/Game/LocalLobby.cs
# Assets/Scripts/GameLobby/Relay/RelayUtpSetup.cs
2 年前
UnityJacob
3ac97939
WIP: Custom Player Data
2 年前
Jacob
e462c1d1
feat : Working Callbacks!!!!
-still need to remove commented out code
2 年前
Jacob
a6fea812
wip : Sending Data to Lobby
2 年前
UnityJacob
a494c1ac
WIP : Stopping point
- unified lobby and player custom data parsing in the LobbyManager
- Fixed a bug pushing the Emote CallbackValue instead of the Emote Value to the lobby
- Currently working on switching to player lists in the UI, and disconnecting them from the Slots in the Cloud
2 年前
UnityJacob
d9767fc6
fix : color, entry and double calls.
-Updated the Rate limiting code to use similar design to the service one
-Fixed colors not appearing for filters (filtering still does not work)
-Fixed Emotes sticking after leaving and joining lobbies
-Fixed double-calls using the Toggles.
-Fixed Lobby Player Entry Init
2 年前
UnityJacob
c7ba89bc
feat: working relay share and countdown sync
Starts the Netcode game, runs into a new netcode package related issue
2 年前
UnityJacob
a5704e9b
feat: rest of the lifecycle working
- back button
-Symbol Hints
- Messenger and Locator Reliance removal
2 年前
UnityJacob
a91d6f8a
cleanup : removed redundant infrastructure
2 年前
GitHub
6a10872c
Merge pull request #33 from Unity-Technologies/master-staging
Master staging
2 年前
UnityJacob
6552fcf0
feat : Changelog
2 年前
UnityJacob
83d46e73
Merge branch 'master-staging'
2 年前
UnityJacob
efe29078
fix: Removed Obsolete Scripts
2 年前
UnityJacob
e33e0556
fix : JoinMenu Bug
Reported by MoProductions01 in our issue tracker!
2 年前
GitHub
472b0279
Merge pull request #37 from Unity-Technologies/35-bug-in-joining-private-lobby
fix : JoinMenu Bug
2 年前
UnityJacob
92bb0e81
fix : vivox package upgrade
2 年前
UnityJacob
51e82ee2
fix : Updated Lobby Package to Official Wire support
- Currently finding a bug where a rejoining player can lose their connection to wire.
2 年前
UnityJacob
ab92c9fe
fix : clarified some naming
2 年前