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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
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EmoteType.cs 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
EmoteType.cs.meta 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
GameStateManager.cs 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
GameStateManager.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyServiceData.cs Latest Rename Changes. 3 年前
LobbyServiceData.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyServiceDataObserver.cs Pulled in latest Renames from Plastic Branch 3 年前
LobbyServiceDataObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyUser.cs 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
LobbyUser.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyUserObserver.cs Pulled in latest Renames from Plastic Branch 3 年前
LobbyUserObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalGameState.cs Pulled in latest Renames from Plastic Branch 3 年前
LocalGameState.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalGameStateObserver.cs Pulled in latest Renames from Plastic Branch 3 年前
LocalGameStateObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalLobby.cs 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
LocalLobby.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalLobbyObserver.cs Bringing in Merge changes to Lobby 3 年前
LocalLobbyObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
ServerAddress.cs Pulled in latest Renames from Plastic Branch 3 年前
ServerAddress.cs.meta Latest Dev and Readme without Vivox 3 年前