houraiteahouse / hourainetworking Goto Github PK
View Code? Open in Web Editor NEWTransport level library for peer-to-peer networking with multiple backends for the Unity.
License: MIT License
Transport level library for peer-to-peer networking with multiple backends for the Unity.
License: MIT License
The lobby creator doesn't receive the on member join callback which is when the network connection and channel are created.
I made sure it's always called and it fixes it.
As mentioned in #5, there are memory access issues with the LZFCompressor implementation that are causing Unity to crash. This should not be happening on any input.
With #5's merge, it will be disabled by default, but it is key in reducing bandwidth usage and ensuring messages are below max message size limits.
This should be investigated and reenabled once this has been resolved.
The platform specific implementations for each of the platforms (Discord, Steam, etc) should be opt-in. Right now, due to the dependency structure, they're hard coupled to the main package. Splitting into a main package with the interfaces, and having the individual platform implementations in separate packages would make each implementation opt-in to give developers more choice when using the library.
This function is causing
this assertion to fail
My guess is it's being Refreshed before the member has a chance to join
my IntergrationManager monobehaviour is set to FixedUpdate
Not sure if it's a bug or if it's not configured correctly
This is the console output, all generated from the HouraiNetworking library.
Note that the ClientID (Discord Application) is being correctly grabbed as is the UserID (Discord User ID) however the Dictionary<AccountHandle, LobbyMember> element that I expected to be added never was when calling CreateLobby.
The package.json for this repo requires "com.houraiteahouse.serialization": "1.0.0"
as a dependency, but the current version of HouraiSerialization in its package.json is "version": "0.1.0"
.
I've managed to fix this locally by setting the dependency for HouraiSerialization in HouraiNetworking's package.json from 1.0.0 to 0.1.0 (though doing it the other way around also works).
Epic Online Services seems to be feature complete now. Seems like a good time to have a Hourai Networking implementation using it.
Discord's LobbyMemberTransactions are structs and need to be handled as value types. This is causing lobby or member change operations to fail as they are not being properly stored before being flushed. This is causing LockFailed errors to be fired when a lobby member has been edited more than once in a update tick.
The flushing of changes should also be encouraged and better documented.
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