19 次代码提交 (3b6a28a2-67e2-44b5-b8b1-bbfc7bab779f)

作者 SHA1 备注 提交日期
UnityJacob 85de15c7 Updated latest Lobby Rename and Moved Relay allocation to Countdown. 3 年前
UnityJacob d7613e86 Latest Rename Changes. 3 年前
Jacob Stove Lorentzen 35c03f04 Bringing in Merge changes to Lobby 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. 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 454c8146 Adding comments and doing minor renames for clarity. 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 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
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 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
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
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 ca5164bb A couple things: 2 年前
Jacob Stove Lorentzen d5286095 Added Comments and clarified some class names. 2 年前
Jacob 06dea12e renamed the namespace 2 年前