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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
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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
GameManager.cs 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
GameManager.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyServiceData.cs 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
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 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
LobbyUser.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyUserAudio.cs Vivox Support for Lobby and Relay merge 3 年前
LobbyUserAudio.cs.meta Local User Audio UI hooked into listening for LocalUser.HasVoice. 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 Adding rate limit behavior for the Join button, so it will also fade while within the rate limit for joining lobbies. 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 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
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 Adding comments and doing minor renames for clarity. 3 年前
ServerAddress.cs.meta Latest Dev and Readme without Vivox 3 年前