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Basic Multiplayer UI #774

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Basic Multiplayer UI #774

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andybak
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@andybak andybak commented Oct 7, 2024

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mikeskydev and others added 25 commits December 7, 2023 12:13
# Conflicts:
#	Assets/Prefabs/Panels/AdminPanel.prefab
#	Assets/Settings/Localization/Strings/Strings Shared Data.asset
#	Assets/Settings/Localization/Strings/Strings_en.asset
will probably conflict

# Conflicts:
#	Assets/Scenes/Main.unity
# Conflicts:
#	Assets/Scripts/Multiplayer/MultiplayerInterfaces.cs
#	Assets/Scripts/Multiplayer/MultiplayerManager.cs
# Conflicts:
#	Assets/Scripts/PassthroughManager.cs
# Conflicts:
#	Assets/Settings/Localization/Strings/Strings Shared Data.asset
#	Assets/Settings/Localization/Strings/Strings_en.asset
# Conflicts:
#	Assets/Settings/Localization/Strings/Strings_en.asset
-Implemented global command: MultiplayerJoinRoom.
-Updated the multiplayer panel prefab and manager.
-Changed the admin panel layout from hexagon to octagon.
TODO:
-Add room name editing capabilities.
@andybak andybak added the enhancement Feature added label Oct 7, 2024
- Added initialization of the keyboard with the current room name in `MultiplayerPanelButton.cs`.
- Changed `SetRoomName` to a property (`RoomName`) in `MultiplayerPanel.cs` for better readability and encapsulation.
- Updated `SketchControlScript.cs` to use the new `RoomName` property.
-MultiplayerManager: Added DoesRoomNameExist() and updated m_RoomData for room validation.

-MultiplayerPanel: Added UpdateRoomExistenceMessage() to indicate if a room exists or will be created (added a text to the prefab)
remove  'GraphView'

Share the room number with your sketch collaborators
to join '
m_text: You have successfully joined the room! Share the room number with your
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Be aware we need to handle localization for all text. Even if we only have an English translation for now - the components and code should support localization.

do
{
roomName = GenerateRandomRoomName();
} while (MultiplayerManager.m_Instance.DoesRoomNameExist(roomName));
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Should we have a failsafe? An infinite loop might creep in because of a bug elsewhere. I never trust while loops without a guaranteed exit condition!

andybak and others added 11 commits October 9, 2024 09:59
This change set introduces event-driven handling for multiplayer disconnections and ensures that the MultiplayerPanel properly updates its UI when a disconnection occurs.
Add Leave Room button
Add Leave Room Global Command
- Reducing payload per Stroke Chunk from 128 control points to 10 control points
- Adding a single point where the payload can be edited called NetworkingConstants
this is then used both in PhotonStructs.cs and PhotonManager.cs
@@ -352,6 +352,7 @@ jobs:
with:
token: ${{ env.PHOTON_PAT }}
repository: icosa-mirror/photon-fusion
ref: v1.1.10
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Without this, it will take the latest. We probably should pin it, though, so this is a good change.

Rebake attempt
1- Adding blank commands to avoid Unrecognized command Error
Multiplayer Panel
1 - Handle the Case When MultiplayerManager.m_Instance is null
2 - Avoid Accessing MultiplayerManager.m_Instance in Field Initializers
handle the removal of the player rig to ensure proper Clean-up
removing UnityEditor.Localization.Platform.Android
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4 participants