Jacob Stove Lorentzen
a394c6e4
Latest Dev and Readme without Vivox
3 年前
UnityJacob
4dc33191
merging in the working plastic branch.
3 年前
Thomas Coldwell
c5af4590
Get everything compiling again
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
Jacob Stove Lorentzen
35c03f04
Bringing in Merge changes to Lobby
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
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.
The code will get some cleanup and renaming, and then there are still plenty more features necessary, including UI work and changes to how Lobby data get used.
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.
A couple renames for clarity are also included.
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
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
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