138 次代码提交 (d1dbaae8-91c8-4a97-9df5-e8027e898789)

作者 SHA1 备注 提交日期
Jacob Stove Lorentzen a394c6e4 Latest Dev and Readme without Vivox 4 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UnityJacob e4cf51c3 Cleaned up Out of date scripts. 3 年前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 4 年前
UnityJacob 5a5209dc Pulled in latest Renames from Plastic Branch 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 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 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 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 4e514938 Testing merge on this branch 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 92722c59 Merge from minor fixes branch 3 年前
Jacob Stove Lorentzen 8957a190 Merging from main to check compatibility 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
Jacob Stove Lorentzen ebefab4b Brought in latest Bug fixes and Updates 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
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
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
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
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 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 37ca0c4b Moved to Public transport package. 3 年前
Jacob Stove Lorentzen 506f0246 Enter transport.Utp 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
Jacob Stove Lorentzen 3f090620 Merged in latest to work on Quick Join errors 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 bd3f3544 Merge from relay autodisconnect branch 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 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 a204c67d Oops, missed a UI change in clients that I added for hosts. 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
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
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 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
Jacob Stove Lorentzen f9b30e40 Merged in latest bug fixes. 3 年前
nathaniel.buck@unity3d.com 92365e69 Merge from current staging. 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
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
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 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 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 1041eaf9 Cleaning up with some comments and shifting the RelayNGOUtpSetup to its own file. 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 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
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
nathaniel.buck@unity3d.com 684cd853 Merge from NGO cleanup branch 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 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 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 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 06dea12e renamed the namespace 3 年前
Thiago Wilson Nevares Trindade c753a3e2 fix: update the usage of Relay API to avoid using deprecated fields 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) 3 年前
Jacob 8f1e5aac Merge branch 'main' into master-staging 2 年前
Jacob Stove Lorentzen 31068570 Switched LobbyAsyncRequests and its implemenations over to async Tasks 3 年前
Jacob Stove Lorentzen dbb69d28 saving Wire implementation before tearing it outw 3 年前
Jacob Stove Lorentzen b39640ba Saving RelayUTPSetup for posterity 3 年前
Jacob Stove Lorentzen 8a5b5a31 Renamed LobbyUpdater to Lobby Synchronizer. 3 年前
Jacob Stove Lorentzen 6702d4b4 Renamed AuthenticationManager to Auth to avoid conflct with a System API 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 04cf2cf7 Stopping point. for converting Lobby to non-observer. 3 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 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
UnityJacob 3ac97939 WIP: Custom Player Data 2 年前
Jacob e462c1d1 feat : Working Callbacks!!!! 2 年前
UnityJacob a494c1ac WIP : Stopping point 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