userConnacancel

4,794 Commits over 1,371 Days - 0.15cph!

54 Days Ago
Update Dedicated Server bootstrap logs
54 Days Ago
Dedicated Server (#1679) * Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host * Store Connection internal state if ConnectionInfo doesn't exist then we can just use that * Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server * For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All * Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) * Serialize TargetMessage flags as byte * system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. * Test logs * Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. * Remove this log * Remove unusued code * Add NetTransmission flag support when using SendMessage via Steam Sockets * Don't forget to add arg to header * Clearer docs here, only log warning if networking debug is enabled here * Some tidy up here * Reset local connection state to Unconnected when closing network system - some debug log for other machine * Close these connections * Remove this log * Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. * Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. * This bit isn't needed actually * Test boot back to main menu * Properly get when disconnected * Use CollectionExtensions properly * Fix test, re-add system member * Fix this state --------- Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
54 Days Ago
Fix this state
54 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host Store Connection internal state if ConnectionInfo doesn't exist then we can just use that Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) Serialize TargetMessage flags as byte system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. Test logs Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log Remove unusued code Add NetTransmission flag support when using SendMessage via Steam Sockets Don't forget to add arg to header Clearer docs here, only log warning if networking debug is enabled here Some tidy up here Reset local connection state to Unconnected when closing network system - some debug log for other machine Close these connections Remove this log Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. This bit isn't needed actually Test boot back to main menu Properly get when disconnected Use CollectionExtensions properly Fix test, re-add system member
54 Days Ago
Fix test, re-add system member
57 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host Store Connection internal state if ConnectionInfo doesn't exist then we can just use that Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) Serialize TargetMessage flags as byte system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. Test logs Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log Remove unusued code Add NetTransmission flag support when using SendMessage via Steam Sockets Don't forget to add arg to header Clearer docs here, only log warning if networking debug is enabled here Some tidy up here Reset local connection state to Unconnected when closing network system - some debug log for other machine Close these connections Remove this log Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. This bit isn't needed actually Test boot back to main menu Properly get when disconnected
58 Days Ago
Properly get when disconnected
58 Days Ago
Test boot back to main menu
58 Days Ago
This bit isn't needed actually
58 Days Ago
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
58 Days Ago
Update sbproj with DedicatedServerStartupScene
58 Days Ago
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
58 Days Ago
Remove this log
58 Days Ago
Close these connections
58 Days Ago
Reset local connection state to Unconnected when closing network system - some debug log for other machine
60 Days Ago
Some tidy up here
60 Days Ago
Clearer docs here, only log warning if networking debug is enabled here
60 Days Ago
Don't forget to add arg to header
60 Days Ago
Add NetTransmission flag support when using SendMessage via Steam Sockets
60 Days Ago
Remove unusued code
60 Days Ago
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log
60 Days Ago
Test logs
60 Days Ago
system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
60 Days Ago
Serialize TargetMessage flags as byte
2 Months Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host Store Connection internal state if ConnectionInfo doesn't exist then we can just use that Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
2 Months Ago
Fix exec command not working with spaces in dir for these csproj files
2 Months Ago
Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
2 Months Ago
For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All
2 Months Ago
Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
2 Months Ago
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
2 Months Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host
2 Months Ago
Implement basic viewing of net stats per connection in Networking tab of Console - GetStats public on Connection for this to be available ( https://files.facepunch.com/conna/1b2111b1/Medal_Pzi3rxHXV8.mp4 )
2 Months Ago
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now) Left this opacity low by mistake
2 Months Ago
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now) Left this opacity low by mistake
2 Months Ago
Left this opacity low by mistake
2 Months Ago
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
2 Months Ago
Run-DedicatedServer will load garry.scenemap instead of empty map / minimal for Walker
2 Months Ago
Don't create a player if we're the dedicated server
2 Months Ago
Added interp_debug ConVar and simple representation using sphere gizmos (white is the current interpolated position, cyan is the target position) Added Show Interpolation Debug options to debugging menu and Game Debug context menus. Fixed toggle not working for Show Physics Debug in Debug menu (use ConsoleSystem.GetValueInt)
3 Months Ago
Stash draft
3 Months Ago
Fix Molotov not spawning fire nodes. When a node is extinguished, give some time for its particle emitters to die nicely. Add new fire effects stolen and tweaked from Walker.
3 Months Ago
Prevent processing any snapshot information from an old owner. Ensure interpolation clear flag is sent when dropping ownership and interpolation is cleared when ownership is changed at all. This resolves a lot of issues in Walker when picking up / dropping / throwing objects.
3 Months Ago
Fixed query mode Sync vars
3 Months Ago
Add basic selectable tree model, fix hover outline showing on already selected item Mark procedurally added outline comp as NotSaved, NotNetworked Some test maps plus repro case for weird nav
3 Months Ago
Merge IEnterStateEvent/ILeaveStateEvent into IGameStateEvent
3 Months Ago
Add todo comment
3 Months Ago
Add some placeholder assets for testing. Add CursorController + some cursor types.
3 Months Ago
Better location for this
3 Months Ago
Fix error in OnChangePropertySet if the new value is null
3 Months Ago
Cleanup. Add test aoe_damage ability. Network selected ability (for when targeting) Separate overloads for different activation types For PlayerState selection process, check with Hero if we wanna override it. Implement selection of location or target for selected ability - find closest point on nav mesh when selecting a location for AoE stuff