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

作者 SHA1 备注 提交日期
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. 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 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 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 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 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 717476de Merge of auto disconnect branch 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
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
nathaniel.buck@unity3d.com 83ae4c80 Just some comments/renames from developer feedback. 3 年前
nathaniel.buck@unity3d.com 9f43a38a Minor renames to clarify join codes. 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
Jacob Stove Lorentzen 1a5dccac Merging in latest from Staging 3 年前
Jacob Stove Lorentzen 37ca0c4b Moved to Public transport package. 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
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 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 a204c67d Oops, missed a UI change in clients that I added for hosts. 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 92365e69 Merge from current staging. 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 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 3aca367d Removing the use of Relay to transmit the NGO relay code. 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 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. 2 年前
Bart Janczuk 0aa1fee6 Remove usage of connectionInfo 2 年前
Jacob 06dea12e renamed the namespace 2 年前
Thiago Wilson Nevares Trindade c753a3e2 fix: update the usage of Relay API to avoid using deprecated fields 2 年前
Jacob Stove Lorentzen 31068570 Switched LobbyAsyncRequests and its implemenations over to async Tasks 2 年前
Jacob Stove Lorentzen b39640ba Saving RelayUTPSetup for posterity 2 年前
Jacob Stove Lorentzen 8a5b5a31 Renamed LobbyUpdater to Lobby Synchronizer. 2 年前
Jacob Stove Lorentzen 6702d4b4 Renamed AuthenticationManager to Auth to avoid conflct with a System API 2 年前
Jacob Stove Lorentzen 04cf2cf7 Stopping point. for converting Lobby to non-observer. 2 年前
Jacob Stove Lorentzen 3afa3f3b Renamed LobbyUser to LobbyPlayer 2 年前
Jacob Stove Lorentzen 7e47c4ab Stopping POint 2 年前
Jacob Stove Lorentzen f73d89e6 WIP: Torn out LobbyUserObserver and LocalobbyObserver. 2 年前
Jacob Stove Lorentzen affdbccc WIP Integrating Wire 2 年前
UnityJacob 3ac97939 WIP: Custom Player Data 1年前