315 次代码提交 (5fa60706-4e2d-4366-8b3a-f1b54b61a4de)

作者 SHA1 备注 提交日期
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UnityJacob e4cf51c3 Cleaned up Out of date scripts. 3 年前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 3 年前
Thomas Coldwell c5af4590 Get everything compiling again 3 年前
Thomas Coldwell b18b5f59 Move auth event registration after initialization 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 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 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. 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. 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. 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. 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. 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. 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 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 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 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. 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. 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 3 年前
nathaniel.buck@unity3d.com ba20852d Merging from main/staging 3 年前
Jacob Stove Lorentzen 45ad44d6 Disallowing Empty Name Changes 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 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. 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: 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. 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.) 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 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 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. 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 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 3 年前
Jacob Stove Lorentzen eea9bb46 Unity 2021 upgrade and NGO Update 3 年前
Ben Randall b6a47b6d Add ParrelSync to sample 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 2 年前
GitHub 53b95e47 Merge pull request #31 from Unity-Technologies/fix/updateAPIUsage 2 年前
Jacob Stove Lorentzen 2ea6c8bc BROKEN ( New NGO NetworkManager pattern causes initialization issues) 2 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. 2 年前
GitHub 490c82ed Merge pull request #32 from Unity-Technologies/master-staging 2 年前
Jacob Stove Lorentzen 31068570 Switched LobbyAsyncRequests and its implemenations over to async Tasks 2 年前
Jacob Stove Lorentzen 4a58c102 Customer Test Branch 2 年前
Jacob Stove Lorentzen c7c865a7 Fixed instant crash bug from recursive Task adding. 2 年前
Jacob Stove Lorentzen 80021bb5 Adding ParrelSync 2 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. 2 年前
Jacob Stove Lorentzen abc179d2 Removed LobbyAPIInterface completely. 2 年前
Jacob Stove Lorentzen 8e59f225 Removed LobbyAPIInterface completely. 2 年前
Jacob Stove Lorentzen 33b59ac0 SetupIngame removed most callbacks 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. 2 年前
Jacob Stove Lorentzen 6702d4b4 Renamed AuthenticationManager to Auth to avoid conflct with a System API 2 年前
Jacob Stove Lorentzen 567ddd9b Removed remaining relay changes from synchronizer. 2 年前
Jacob Stove Lorentzen 9a25d84e Removed Relay related user synch limiting behaviour in LobbyUser. Synching is all done in LobbySynchronizer. 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 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 2 年前
Jacob Stove Lorentzen 2ca155b9 merged in Async teardown 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
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 2 年前
UnityJacob 3ac97939 WIP: Custom Player Data 2 年前
Jacob e462c1d1 feat : Working Callbacks!!!! 2 年前
Jacob a6fea812 wip : Sending Data to Lobby 2 年前
UnityJacob a494c1ac WIP : Stopping point 2 年前
UnityJacob d9767fc6 fix : color, entry and double calls. 2 年前
UnityJacob c7ba89bc feat: working relay share and countdown sync 2 年前
UnityJacob a5704e9b feat: rest of the lifecycle working 2 年前
UnityJacob a91d6f8a cleanup : removed redundant infrastructure 2 年前
GitHub 6a10872c Merge pull request #33 from Unity-Technologies/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 2 年前
GitHub 472b0279 Merge pull request #37 from Unity-Technologies/35-bug-in-joining-private-lobby 2 年前
UnityJacob 92bb0e81 fix : vivox package upgrade 2 年前
UnityJacob 51e82ee2 fix : Updated Lobby Package to Official Wire support 2 年前
UnityJacob ab92c9fe fix : clarified some naming 2 年前