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
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
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
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
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
Jacob Stove Lorentzen
cb8feefa
Merging Code clarity and Rename pass.
3 年前
Jacob Stove Lorentzen
4e514938
Testing merge on this branch
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
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
nathaniel.buck@unity3d.com
9785bf7e
Merging the rate limit handling branch.
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
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
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
17997ced
Merging in Relay SDK Update.
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
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
Jacob Stove Lorentzen
aa9f7051
Small EOL fix.
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
Jacob Stove Lorentzen
3f090620
Merged in latest to work on Quick Join errors
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
bd3f3544
Merge from relay autodisconnect branch
3 年前
nathaniel.buck@unity3d.com
3743aff9
pull from 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
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
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
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
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
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
7d08ddb1
Merge from the host_handshake branch
3 年前
Jacob Stove Lorentzen
94ea6209
Merging staging and UI Bugs
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
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
cf118508
Merge from the NGO minigame cleanup branch. This is partial but stable progress on that front.
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
Jacob Stove Lorentzen
8a53acf9
Small PR fix on locking state in the data loop.
3 年前
Jacob Stove Lorentzen
4813c81f
Whitespace fix
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
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
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
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
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
61acdcae
death animation for glyphs
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
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
28ad491f
First working Wire implementation
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
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
220b189e
fix:package updates
- removed project ID
- updated packages for wire.
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
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.
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.
3 年前
Jacob Stove Lorentzen
aeb54c1c
All Functionality redirected from LobbyAPIInterface (Except Wire Integration)
3 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
a6f862b2
Small Nitpicks for relay roundtrip and asyncRequests
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
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
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
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
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