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* bumping to pre.10
Fixing connection approval with new API
updating comments to better reflect current state
* adding changelog
* Fix for new API breaking change
* Removing useless ForceNetworkSerializeByMemcpy for FixedString32Bytes
Update changelog
* updating utilities package version as well
* changing syntax in Utilities package to be supported by C#8.0
* removing old UTP adapter reference from assembly definition
* Adding tools as a dependency in Utilities package
* reverting bump to 2021 in utilities package supported unity version
* Creating new asmdef for scripts using RNSM requiring Unity 2021
* adding eof character
* updated changelog
* updating changelogs for release
Co-authored-by: LPLafontaineB <[email protected]>
Copy file name to clipboardExpand all lines: Assets/Scripts/Gameplay/ConnectionManagement/ServerGameNetPortal.cs
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}
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/// <summary>
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/// This logic plugs into the "ConnectionApprovalCallback" exposed by Netcode.NetworkManager, and is run every time a client connects to us.
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/// See ClientGameNetPortal.StartClient for the complementary logic that runs when the client starts its connection.
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/// This logic plugs into the "ConnectionApprovalResponse" exposed by Netcode.NetworkManager. It is run every time a client connects to us.
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/// The complementary logic that runs when the client starts its connection can be found in ClientGameNetPortal.StartClient.
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/// </summary>
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/// <remarks>
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/// Since our game doesn't have to interact with some third party authentication service to validate the identity of the new connection, our ApprovalCheck
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/// method is simple, and runs synchronously, invoking "callback" to signal approval at the end of the method. Netcode currently doesn't support the ability
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/// to send back more than a "true/false", which means we have to work a little harder to provide a useful error return to the client. To do that, we invoke a
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/// custom message in the same channel that Netcode uses for its connection callback. Since the delivery is NetworkDelivery.ReliableSequenced, we can be
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/// confident that our login result message will execute before any disconnect message.
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/// Multiple things can be done here, some asynchronously. For example, it could authenticate your user against an auth service like UGS' auth service. It can
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/// also send custom messages to connecting users before they receive their connection result (this is useful to set status messages client side
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/// when connection is refused, for example).
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/// </remarks>
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/// <param name="connectionData">binary data passed into StartClient. In our case this is the client's GUID, which is a unique identifier for their install of the game that persists across app restarts. </param>
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/// <param name="clientId">This is the clientId that Netcode assigned us on login. It does not persist across multiple logins from the same client. </param>
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/// <param name="connectionApprovedCallback">The delegate we must invoke to signal that the connection was approved or not. </param>
/// <param name="request"> The initial request contains, among other things, binary data passed into StartClient. In our case, this is the client's GUID,
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/// which is a unique identifier for their install of the game that persists across app restarts.
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/// <param name="response"> Our response to the approval process. In case of connection refusal with custom return message, we delay using the Pending field.
Copy file name to clipboardExpand all lines: Assets/Scripts/Gameplay/GameplayObjects/NetworkNameState.cs
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/// </summary>
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publicstructFixedPlayerName:INetworkSerializable
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{
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ForceNetworkSerializeByMemcpy<FixedString32Bytes>m_Name;// using ForceNetworkSerializeByMemcpy to force compatibility between FixedString and NetworkSerializable
Copy file name to clipboardExpand all lines: CHANGELOG.md
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## [v1.3.0-pre UNRELEASED] - yyyy-mm-dd
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## [v1.3.0-pre] - 2022-06-23
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### Added
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* Adding RNSM (Runtime Network Stats Monitor) to boss room [MTT-3267] (#621)
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* NetworkRigidbody-based toss Action, thrown by new VandalImp class [MTT-2333](#671)
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### Changed
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* Bump NGO to pre.9 (#643)
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* Bump NGO to pre.10 (#678) --> Fix in Boss Room related to the connection approval breaking change. Removing useless ForceNetworkSerializeByMemcpy for player names.
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* Bump Boss Room to Unity 2021 [MTT-3022] (#620)
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* Remove initial ugs popup [MTT-3563] (#650) --> Users who do not use UGS will no longer receive a popup when starting the application telling them how to set it up. It is replaced with a tooltip that appears when hovering on the "Start with Lobby" button with the cursor.
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* Folders and assemblies refactor MTT-2623, MTT-2615 (#628) --> work in progress
Copy file name to clipboardExpand all lines: Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md
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# Multiplayer Samples Co-op Changelog
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## [Unreleased] - yyyy-mm-dd
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## [1.3.0-pre] - 2022-06-23
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### Added
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* feat: other players loading progress in loading screen [MTT-2239] (#580)
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* feat: adding editor child scene loader for composed scenes (#653)
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* Added an assembly definition for the RNSM utilities so that they are only compiled if using Unity version 2021.2 or newer
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### Changed
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*
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### Removed
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*
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### Fixed
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*
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* Fixed breaking change from NetworkTransform in ClientNetworkTransform
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## [1.2.0-pre] - 2022-04-28
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### Added
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* Client network transform move to samples [MTT-3406] (#629) --> You can now use Boss Room's Utilities package to import ClientNetworkTransform using this line in your manifest file
Copy file name to clipboardExpand all lines: Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/com.unity.multiplayer.samples.utilities.rnsm.asmdef.meta
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