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1,443 Commits over 1,461 Days - 0.04cph!

4 Months Ago
Some exceptions to help diagnose issue
4 Months Ago
First fix map override task when using launcharguments.map Testing with handshake process fixes if host changes during handshakes... Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that More fixes Some cleanup More cleanup, early out if disbaned or toxic
4 Months Ago
Fixed .config files not being added to appropriate string table for clients to receive changes
4 Months Ago
More cleanup, early out if disbaned or toxic
4 Months Ago
Some cleanup
4 Months Ago
More fixes
4 Months Ago
Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that
4 Months Ago
Testing with handshake process fixes if host changes during handshakes...
4 Months Ago
First fix map override task when using launcharguments.map
4 Months Ago
Simplify networking options in header bar in editor - drop down options in Network for Simulate Lag, Lobby Privacy
4 Months Ago
Auto Switch to Best Host Candidate (#1705) Previously anyone could be assigned as a host when the host leaves. Now we'll score lobby members by their average ping and average connection quality to all other peers and use that score to determine who to give the host to. When a host leaves, we'll try to find a good candidate and set the owner immediately first, but if that fails, it'll happen the next time someone is automatically assigned to be the host. Previously, a connecting client could be assigned the host, but this is no longer the case as clients must be fully connected to be considered as a candidate. In addition, we'll periodically attempt to find and change to the best host candidate. This particular behavior can be disabled per project or per lobby.
4 Months Ago
Add server tags as LobbyInformation.Data
4 Months Ago
Remove this log
4 Months Ago
Some tidy up, improvements to algo
4 Months Ago
Convar
4 Months Ago
Multiplayer/networking project settings. Add option to change Destroy Lobby When Host Leaves and Auto Switch To Best Host. Defaults can be set in Project Settings but can be overriden via Lobby Config.
4 Months Ago
Some tidy up
4 Months Ago
Tests
4 Months Ago
Some cleanup - store current peer score
4 Months Ago
Fix sequence contains no elements
4 Months Ago
Periodically check if we're the best host candidate based on score - change owner if needed. When we are made the host, but we're still connecting, try to find another host candidate instead - if we can't find one then we can mark the lobby as toxic. Don't include self when trying to find best candidate in some situations. When SteamLobbySocket is disposed (we left or disconnected), try to find another candidate then also.
4 Months Ago
Remove debug stuff and improve host candidate scoring based on average ping and connection quality to other peers
4 Months Ago
Test convars
4 Months Ago
Some logging
4 Months Ago
Initial commit
4 Months Ago
Set same tags for dedicated servers as lobbies for consistency. Fixed case when connection doesn't close properly.
4 Months Ago
Instead of the host crashing and disconnecting when a connecting user tries to send handshake messages with the wrong state, log it to console and kick them with a debug reason
4 Months Ago
Try to create lobby socket - if it errors and returns null, back out of creating the lobby Make sure we clear removed and changed lists when resetting a string table Make sure we disconnect properly if failing to create a Steam Lobby
4 Months Ago
AcceptConnection and Kick Support (#1698) * Added INetworkListener.AcceptConnection( Connection, ref string reason ) and Connection.Kick( string reason ) * Added the kick command (can only be used by the host.)
4 Months Ago
Added the kick command (can only be used by the host.)
4 Months Ago
Added INetworkListener.AcceptConnection( Connection, ref string reason ) and Connection.Kick( string reason )
4 Months Ago
Lobby Config / Friends Only Lobbies (#1696) * Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly. * Separate overload as not to mess with any existing game packages * Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P) * Fix lobby config max players
4 Months Ago
On Dedicated Server you can pass a path to a .sbproj with +game to load a local project. Hotloading works as usual for connected clients.
4 Months Ago
Fix lobby config max players
4 Months Ago
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly. Separate overload as not to mess with any existing game packages Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
4 Months Ago
Keep the accumulator. Fix the issue properly.
4 Months Ago
Revert to old fixed update logic. It appears the root issue was synchronized server time causing more fixed updates than it should due to Time.Now changing. This resolves the issue I was trying to solve initially, and also fixes Facepunch/sbox-issues#6906
4 Months Ago
Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
5 Months Ago
Separate overload as not to mess with any existing game packages
5 Months Ago
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly.
5 Months Ago
Resolve Fixed Update Issues Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players.
5 Months Ago
Add a comment r.e. timedelta and timescaling so we dont get confused later
5 Months Ago
Use this to avoid confusion
5 Months Ago
Remove test code
5 Months Ago
Some docs, clamp accumulator to maxSteps, use time.delta
5 Months Ago
Use RealTime.Delta here
5 Months Ago
Use RealTime.Delta its clamped
5 Months Ago
Add expected calls
5 Months Ago
Try to test hitches
5 Months Ago
Add unit test to test FixedUpdate class