8 次代码提交 (dcc4d311-cbaf-4f70-abf8-ef214e52d0d4)

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UnityJacob e4cf51c3 Cleaned up Out of date scripts. 3 年前
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 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 42535b51 Tidying a bit, especially the tests. Removing uninformative tests and adding a little context. Removing a couple test-only methods. 3 年前