40 次代码提交 (8816a3db-5e29-469e-a6f5-ec478525caa5)

作者 SHA1 备注 提交日期
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 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 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 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 454c8146 Adding comments and doing minor renames for clarity. 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 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 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 a9d87593 Quick comment change 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 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 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
nathaniel.buck@unity3d.com c90240f8 Merging the error code exception branch. 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 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 51d51cfa Adding a few comments for clarification. 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 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 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
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 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 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 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 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 d5286095 Added Comments and clarified some class names. 3 年前
Jacob 06dea12e renamed the namespace 3 年前
Jacob Stove Lorentzen 8a5b5a31 Renamed LobbyUpdater to Lobby Synchronizer. 3 年前
Jacob Stove Lorentzen 567ddd9b Removed remaining relay changes from synchronizer. 3 年前
Jacob Stove Lorentzen 9a25d84e Removed Relay related user synch limiting behaviour in LobbyUser. Synching is all done in LobbySynchronizer. 3 年前
Jacob Stove Lorentzen 3afa3f3b Renamed LobbyUser to LobbyPlayer 3 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 ec24566e fix: Back to working 1-player lobby without relay lobby 2 年前
UnityJacob 3ac97939 WIP: Custom Player Data 2 年前
UnityJacob a494c1ac WIP : Stopping point 2 年前