162 次代码提交 (92194588-e0b7-48bf-b3cf-007aa5466271)

作者 SHA1 备注 提交日期
Jacob Stove Lorentzen a394c6e4 Latest Dev and Readme without Vivox 3 年前
UnityJacob 4dc33191 merging in the working plastic branch. 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
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
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 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 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 2f8b1cfa Merge from rename/cleanup 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
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
Jacob Stove Lorentzen b536a7a4 Merging in Cooldown for Lobby Buttons. 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
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 83ae4c80 Just some comments/renames from developer feedback. 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
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
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
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
nathaniel.buck@unity3d.com c218602f Merge of Vivox UI branch 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
Jacob Stove Lorentzen c7e353aa Vivox Support for Lobby and Relay merge 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 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 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 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 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 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
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 4ad4cfa9 Merging in new Art! 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
Jacob Stove Lorentzen 0bccd972 3 年前
Jacob Stove Lorentzen 94ea6209 Merging staging and UI Bugs 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 70ddfc82 3 年前
GitHub 16ed3868 Merge pull request #18 from Unity-Technologies/master 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
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 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 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 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 684cd853 Merge from NGO cleanup branch 3 年前
nathaniel.buck@unity3d.com 8816a3db Merge from staging. This breaks behavior for this fix, will investigate. 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 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
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 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
Ben Randall b6a47b6d Add ParrelSync to sample 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 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 30f2fd8b Added Parrelsync and updated Service intializastion to use profiles based on what clone we are in. 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 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 51e82ee2 fix : Updated Lobby Package to Official Wire support 2 年前
UnityJacob ab92c9fe fix : clarified some naming 2 年前