diff --git a/Assets/Noble Connect.meta b/Assets/Noble Connect.meta deleted file mode 100644 index fe010b7..0000000 --- a/Assets/Noble Connect.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 47960fcc1509505478abb826d0ddd57b -folderAsset: yes -timeCreated: 1538747955 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Common.meta b/Assets/Noble Connect/Common.meta deleted file mode 100644 index 6c8751f..0000000 --- a/Assets/Noble Connect/Common.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f8b65a10719a36e458516ffd952b1bc7 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Common/Config.cs b/Assets/Noble Connect/Common/Config.cs deleted file mode 100644 index c26e8e9..0000000 --- a/Assets/Noble Connect/Common/Config.cs +++ /dev/null @@ -1,123 +0,0 @@ -using NobleConnect.Ice; -using System; -using System.Text; -using UnityEngine; - -namespace NobleConnect -{ - [Serializable] - public class Config - { - [NonSerialized] - public ushort IcePort; - [NonSerialized] - public string Username; - [NonSerialized] - public string Password; - [NonSerialized] - public string Origin; - [NonSerialized] - public bool UseSimpleAddressGathering = false; - - public Action OnFatalError; - public Action OnOfferFailed; - - /// The geographic region to use when selecting a relay server. - /// - /// Defaults to AUTO which will automatically select the closest region. - /// This is useful if you would like your players to be able to choose - /// their region at run time. - /// Note that players are not prevented from connecting across regions. - /// That would need to be implementing separately via matchmaking for - /// example, by filtering out matches from undesired regions. - /// - [Tooltip("The geographic region to use when selecting a relay server.")] - public GeographicRegion Region; - - /// You can enable this to force relay connections to be used for testing purposes. - /// - /// Disables punchthrough and direct connections. Forces connections to use the relays. - /// This is useful if you want to test your game with the unavoidable latency that is - /// introduced when the relay servers are used. - /// - [Tooltip("Enable this to force relay connections to be used for testing purposes.")] - public bool ForceRelayOnly = false; - - /// By default IPv6 is enabled, but you can disable it if you're using a transport that does not support IPv6 - [Tooltip("By default IPv6 is enabled, but you can disable it if you're using a transport that does not support IPv6.")] - public bool EnableIPv6 = true; - - /// Request timeout. - /// - /// This effects how long to wait before considering a request to have failed. - /// Requests are used during the punchthrough process and for setting up and maintaining relays. - /// If you are allowing cross-region play or expect high latency you can increase this so that requests won't time out. - /// The drawback is that waiting longer for timeouts causes it take take longer to detect actual failed requests so the - /// connection process may take longer. - /// - [Tooltip("How long to wait before considering a request to have failed.")] - public float RequestTimeout = .2f; - - /// Initial timeout before resending refresh messages. This is doubled for each failed resend. - [Tooltip("Initial timeout before resending refresh messages. This is doubled for each failed resend.")] - public float RelayRequestTimeout = .1f; - - /// Max number of times to try and resend refresh messages before giving up and shutting down the relay connection. - [Tooltip("Max number of times to try and resend refresh messages before giving up and shutting down the relay connection.")] - public int RelayRefreshMaxAttempts = 8; - - /// How long a relay will stay alive without being refreshed - /// - /// Setting this value higher means relays will stay alive longer even if the host temporarily loses connection or otherwise fails to send the refresh request in time. - /// This can be helpful to maintain connection on an undependable network or when heavy application load (such as loading large levels synchronously) temporarily prevents requests from being processed. - /// The drawback is that CCU is used for as long as the relay stays alive, so players that crash or otherwise don't clean up properly can cause lingering CCU usage for up to relayLifetime seconds. - /// - [Tooltip("How long a relay will stay alive without being refreshed.")] - public int RelayLifetime = 60; - - /// How often to send relay refresh requests. - [Tooltip("How often to send relay refresh requests.")] - public int RelayRefreshTime = 30; - - public IceConfig AsIceConfig() - { - // Get a reference to the NobleConnectSettings - var settings = (NobleConnectSettings)Resources.Load("NobleConnectSettings", typeof(NobleConnectSettings)); - - // Parse the username, password, and origin from the game id - string username = "", password = "", origin = ""; - if (!string.IsNullOrEmpty(settings.gameID)) - { - string decodedGameID = Encoding.UTF8.GetString(Convert.FromBase64String(settings.gameID)); - string[] parts = decodedGameID.Split('\n'); - - if (parts.Length == 3) - { - username = parts[1]; - password = parts[2]; - origin = parts[0]; - } - } - - var iceConfig = new IceConfig { - iceServerAddress = RegionURL.FromRegion(Region), - icePort = settings.relayServerPort, - username = username, - password = password, - origin = origin, - useSimpleAddressGathering = (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) && !Application.isEditor, - onFatalError = OnFatalError, - onOfferFailed = () => OnFatalError("Offer failed"), - forceRelayOnly = ForceRelayOnly, - enableIPv6 = EnableIPv6, - RequestTimeout = RequestTimeout, - RelayRequestTimeout = RelayRequestTimeout, - RelayRefreshMaxAttempts = RelayRefreshMaxAttempts, - RelayLifetime = RelayLifetime, - RelayRefreshTime = RelayRefreshTime - }; - - return iceConfig; - } - } -} \ No newline at end of file diff --git a/Assets/Noble Connect/Common/Config.cs.meta b/Assets/Noble Connect/Common/Config.cs.meta deleted file mode 100644 index 963ea09..0000000 --- a/Assets/Noble Connect/Common/Config.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 959d07654e99fd345a7ae965ae68fad7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Common/Noble Example Player.png b/Assets/Noble Connect/Common/Noble Example Player.png deleted file mode 100644 index dc252ad..0000000 Binary files a/Assets/Noble Connect/Common/Noble Example Player.png and /dev/null differ diff --git a/Assets/Noble Connect/Common/Noble Example Player.png.meta b/Assets/Noble Connect/Common/Noble Example Player.png.meta deleted file mode 100644 index 36ace77..0000000 --- a/Assets/Noble Connect/Common/Noble Example Player.png.meta +++ /dev/null @@ -1,140 +0,0 @@ -fileFormatVersion: 2 -guid: 2c0f41f48ef7e7248a5db28d31441b2c -TextureImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 11 - mipmaps: - mipMapMode: 0 - enableMipMap: 0 - sRGBTexture: 1 - linearTexture: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapsPreserveCoverage: 0 - alphaTestReferenceValue: 0.5 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - convertToNormalMap: 0 - externalNormalMap: 0 - heightScale: 0.25 - normalMapFilter: 0 - isReadable: 0 - streamingMipmaps: 0 - streamingMipmapsPriority: 0 - grayScaleToAlpha: 0 - generateCubemap: 6 - cubemapConvolution: 0 - seamlessCubemap: 0 - textureFormat: 1 - maxTextureSize: 2048 - textureSettings: - serializedVersion: 2 - filterMode: 1 - aniso: 1 - mipBias: 0 - wrapU: 1 - wrapV: 1 - wrapW: 1 - nPOTScale: 0 - lightmap: 0 - compressionQuality: 50 - spriteMode: 1 - spriteExtrude: 1 - spriteMeshType: 1 - alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 - spriteBorder: {x: 0, y: 0, z: 0, w: 0} - spriteGenerateFallbackPhysicsShape: 1 - alphaUsage: 1 - alphaIsTransparency: 1 - spriteTessellationDetail: -1 - textureType: 8 - textureShape: 1 - singleChannelComponent: 0 - maxTextureSizeSet: 0 - compressionQualitySet: 0 - textureFormatSet: 0 - applyGammaDecoding: 1 - platformSettings: - - serializedVersion: 3 - buildTarget: DefaultTexturePlatform - maxTextureSize: 256 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 0 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 1 - - serializedVersion: 3 - buildTarget: Standalone - maxTextureSize: 256 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 0 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 1 - - serializedVersion: 3 - buildTarget: iPhone - maxTextureSize: 256 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 0 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 1 - - serializedVersion: 3 - buildTarget: Android - maxTextureSize: 256 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 0 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 1 - - serializedVersion: 3 - buildTarget: Windows Store Apps - maxTextureSize: 256 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 0 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 1 - spriteSheet: - serializedVersion: 2 - sprites: [] - outline: [] - physicsShape: [] - bones: [] - spriteID: 5e97eb03825dee720800000000000000 - internalID: 0 - vertices: [] - indices: - edges: [] - weights: [] - secondaryTextures: [] - spritePackingTag: - pSDRemoveMatte: 0 - pSDShowRemoveMatteOption: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Common/NobleConnectSettings.cs b/Assets/Noble Connect/Common/NobleConnectSettings.cs deleted file mode 100644 index 9c08c7b..0000000 --- a/Assets/Noble Connect/Common/NobleConnectSettings.cs +++ /dev/null @@ -1,19 +0,0 @@ -using UnityEngine; - -namespace NobleConnect -{ - /// Settings used by Noble Connect to authenticate with the relay and punchthrough services - public class NobleConnectSettings : ScriptableObject - { - /// Used to identify your game and authenticate with the relay servers - /// - /// This is populated for you when you go through the setup wizard but you can also set it manually here. - /// Your game ID is available any time on the dashboard at noblewhale.com - /// - [Tooltip("Used to identify your game and authenticate with the relay servers")] - public string gameID; - - [HideInInspector] - public ushort relayServerPort = 3478; - } -} diff --git a/Assets/Noble Connect/Common/NobleConnectSettings.cs.meta b/Assets/Noble Connect/Common/NobleConnectSettings.cs.meta deleted file mode 100644 index 8ee34e2..0000000 --- a/Assets/Noble Connect/Common/NobleConnectSettings.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0154c6ffa997c574c9f0f2680c03e82f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Common/TextFromFile.cs b/Assets/Noble Connect/Common/TextFromFile.cs deleted file mode 100644 index 6dc6ae9..0000000 --- a/Assets/Noble Connect/Common/TextFromFile.cs +++ /dev/null @@ -1,15 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; - -namespace NobleConnect.Examples -{ - public class TextFromFile : MonoBehaviour - { - public TextAsset TextFile; - - void OnValidate() - { - GetComponent().text = TextFile.text; - } - } -} diff --git a/Assets/Noble Connect/Common/TextFromFile.cs.meta b/Assets/Noble Connect/Common/TextFromFile.cs.meta deleted file mode 100644 index 6ce9140..0000000 --- a/Assets/Noble Connect/Common/TextFromFile.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 35c73af1cf66d43448d976a70078d546 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Common/UnityLogger.cs b/Assets/Noble Connect/Common/UnityLogger.cs deleted file mode 100644 index 3094ffb..0000000 --- a/Assets/Noble Connect/Common/UnityLogger.cs +++ /dev/null @@ -1,17 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace NobleConnect -{ - public class UnityLogger - { - public static void Init() - { - Logger.logger = Debug.Log; - Logger.warnLogger = Debug.LogWarning; - Logger.errorLogger = Debug.LogError; - //Logger.logLevel = Logger.Level.Developer; - } - } -} diff --git a/Assets/Noble Connect/Common/UnityLogger.cs.meta b/Assets/Noble Connect/Common/UnityLogger.cs.meta deleted file mode 100644 index cbf85cb..0000000 --- a/Assets/Noble Connect/Common/UnityLogger.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 59351c3313ddebb45a3153e4cc90a575 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Common/white.png b/Assets/Noble Connect/Common/white.png deleted file mode 100644 index fd1468e..0000000 Binary files a/Assets/Noble Connect/Common/white.png and /dev/null differ diff --git a/Assets/Noble Connect/Common/white.png.meta b/Assets/Noble Connect/Common/white.png.meta deleted file mode 100644 index b274911..0000000 --- a/Assets/Noble Connect/Common/white.png.meta +++ /dev/null @@ -1,77 +0,0 @@ -fileFormatVersion: 2 -guid: e07dc4a0a043f9b4ab82f3967dcb9a2a -timeCreated: 1551016206 -licenseType: Store -TextureImporter: - fileIDToRecycleName: {} - externalObjects: {} - serializedVersion: 4 - mipmaps: - mipMapMode: 0 - enableMipMap: 1 - sRGBTexture: 1 - linearTexture: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapsPreserveCoverage: 0 - alphaTestReferenceValue: 0.5 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - convertToNormalMap: 0 - externalNormalMap: 0 - heightScale: 0.25 - normalMapFilter: 0 - isReadable: 0 - grayScaleToAlpha: 0 - generateCubemap: 6 - cubemapConvolution: 0 - seamlessCubemap: 0 - textureFormat: 1 - maxTextureSize: 2048 - textureSettings: - serializedVersion: 2 - filterMode: -1 - aniso: -1 - mipBias: -1 - wrapU: -1 - wrapV: -1 - wrapW: -1 - nPOTScale: 1 - lightmap: 0 - compressionQuality: 50 - spriteMode: 0 - spriteExtrude: 1 - spriteMeshType: 1 - alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spriteBorder: {x: 0, y: 0, z: 0, w: 0} - spritePixelsToUnits: 100 - alphaUsage: 1 - alphaIsTransparency: 0 - spriteTessellationDetail: -1 - textureType: 0 - textureShape: 1 - maxTextureSizeSet: 0 - compressionQualitySet: 0 - textureFormatSet: 0 - platformSettings: - - buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - spriteSheet: - serializedVersion: 2 - sprites: [] - outline: [] - physicsShape: [] - spritePackingTag: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Editor.meta b/Assets/Noble Connect/Editor.meta deleted file mode 100644 index d13af3d..0000000 --- a/Assets/Noble Connect/Editor.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 537f111e71c987b409f64bd60743a6b2 -folderAsset: yes -timeCreated: 1539153299 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Editor/AddNobleConnectScriptingDefine.cs b/Assets/Noble Connect/Editor/AddNobleConnectScriptingDefine.cs deleted file mode 100644 index 6561d51..0000000 --- a/Assets/Noble Connect/Editor/AddNobleConnectScriptingDefine.cs +++ /dev/null @@ -1,52 +0,0 @@ -#if UNITY_EDITOR -using System.Collections.Generic; -using System.Linq; -using UnityEditor; - -namespace NobleConnect -{ - /// - /// Adds the given define symbols to PlayerSettings define symbols. - /// Just add your own define symbols to the Symbols property at the below. - /// - [InitializeOnLoad] - public class AddNobleConnectScriptingDefine : Editor - { - - /// - /// Symbols that will be added to the editor - /// - public static readonly string[] Symbols = new string[] { - "NOBLE_CONNECT", // Noble Connect exists - "NOBLE_CONNECT_1", // Major version - "NOBLE_CONNECT_1_37" // Major and minor version - }; - - /// - /// Add define symbols as soon as Unity gets done compiling. - /// - static AddNobleConnectScriptingDefine() - { - // Get the current scripting defines - string definesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup); - // Convert the string to a list - List allDefines = definesString.Split(';').ToList(); - // Remove any old version defines from previous installs - for (int i = allDefines.Count-1; i >= 0; i--) - { - if (allDefines[i].StartsWith("NOBLE_CONNECT") && !Symbols.Contains(allDefines[i])) - { - allDefines.RemoveAt(i); - } - } - // Add any symbols that weren't already in the list - allDefines.AddRange(Symbols.Except(allDefines)); - PlayerSettings.SetScriptingDefineSymbolsForGroup( - EditorUserBuildSettings.selectedBuildTargetGroup, - string.Join(";", allDefines.ToArray()) - ); - } - - } -} -#endif \ No newline at end of file diff --git a/Assets/Noble Connect/Editor/AddNobleConnectScriptingDefine.cs.meta b/Assets/Noble Connect/Editor/AddNobleConnectScriptingDefine.cs.meta deleted file mode 100644 index 2e18524..0000000 --- a/Assets/Noble Connect/Editor/AddNobleConnectScriptingDefine.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: b53ae3111803795478bcbb739ad557f1 -timeCreated: 1551018990 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: 2800000, guid: 35ce04e51d0abb847890436754a88096, type: 3} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Editor/AmazonCertificateHandler.cs b/Assets/Noble Connect/Editor/AmazonCertificateHandler.cs deleted file mode 100644 index 31a2ddf..0000000 --- a/Assets/Noble Connect/Editor/AmazonCertificateHandler.cs +++ /dev/null @@ -1,42 +0,0 @@ -using System; -using UnityEngine.Networking; -using System.Security.Cryptography.X509Certificates; -using UnityEngine; - -namespace NobleConnect.Internal -{ - #if !UNITY_5 && !UNITY_2017 - public class AmazonCertificateHandler : CertificateHandler - { - // Encoded RSAPublicKey - private static readonly string PUB_KEY = "3082010A0282010100CCCC0263917F8002CD937BEDCD06F29" + - "919F82E724EE5012E2C02991AD7FA06603D927975B099FF23" + - "CA94A876ED8F9871051ED81A13D1486534BCF1B07277DC0DA" + - "26C79C03B58590C9B2724917C68E3A10368ABFC214C20D8DF" + - "E3BC8ACE0519C776E9F9EC93FADD6C6A5E1CDA1A24867D67F" + - "EC0AF2B0DB8DD1BBB7D020331B7C0ECF838B57C73E6FF6722" + - "F17A9DF74391CFC4914B44B77655B79223E1E550F715AD6F1" + - "4BF3E755FFF815526C162BB3F379FFB5272D3C0EA59A35D1E" + - "9E49B94872EB768250BA3DBBFFD042015BDD2B1DFD164B950" + - "6D7DA324B63348122CE9EB368DB2FF0E02AD6B7A453A28B11" + - "E67591FC2CC0B74E1C80688C535D32DC692C08ED0203010001"; - - /// - /// Validate the Certificate Against the Amazon public Cert - /// - /// Certifcate to validate - /// - protected override bool ValidateCertificate(byte[] certificateData) - { - X509Certificate2 certificate = new X509Certificate2(certificateData); - string pk = certificate.GetPublicKeyString(); - if (pk.ToLower().Equals(PUB_KEY.ToLower())) - { - return true; - } - - return false; - } - } - #endif -} \ No newline at end of file diff --git a/Assets/Noble Connect/Editor/AmazonCertificateHandler.cs.meta b/Assets/Noble Connect/Editor/AmazonCertificateHandler.cs.meta deleted file mode 100644 index 1741b68..0000000 --- a/Assets/Noble Connect/Editor/AmazonCertificateHandler.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a832db3337d4187499b35f1b02b16042 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Editor/Noble Setup Title Background.png b/Assets/Noble Connect/Editor/Noble Setup Title Background.png deleted file mode 100644 index 1d4ab9b..0000000 Binary files a/Assets/Noble Connect/Editor/Noble Setup Title Background.png and /dev/null differ diff --git a/Assets/Noble Connect/Editor/Noble Setup Title Background.png.meta b/Assets/Noble Connect/Editor/Noble Setup Title Background.png.meta deleted file mode 100644 index 3696997..0000000 --- a/Assets/Noble Connect/Editor/Noble Setup Title Background.png.meta +++ /dev/null @@ -1,77 +0,0 @@ -fileFormatVersion: 2 -guid: e2718437b8b970d43918120542ad4bcd -timeCreated: 1539817181 -licenseType: Store -TextureImporter: - fileIDToRecycleName: {} - externalObjects: {} - serializedVersion: 4 - mipmaps: - mipMapMode: 0 - enableMipMap: 1 - sRGBTexture: 1 - linearTexture: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapsPreserveCoverage: 0 - alphaTestReferenceValue: 0.5 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - convertToNormalMap: 0 - externalNormalMap: 0 - heightScale: 0.25 - normalMapFilter: 0 - isReadable: 0 - grayScaleToAlpha: 0 - generateCubemap: 6 - cubemapConvolution: 0 - seamlessCubemap: 0 - textureFormat: 1 - maxTextureSize: 2048 - textureSettings: - serializedVersion: 2 - filterMode: -1 - aniso: -1 - mipBias: -1 - wrapU: -1 - wrapV: -1 - wrapW: -1 - nPOTScale: 1 - lightmap: 0 - compressionQuality: 50 - spriteMode: 0 - spriteExtrude: 1 - spriteMeshType: 1 - alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spriteBorder: {x: 0, y: 0, z: 0, w: 0} - spritePixelsToUnits: 100 - alphaUsage: 1 - alphaIsTransparency: 0 - spriteTessellationDetail: -1 - textureType: 0 - textureShape: 1 - maxTextureSizeSet: 0 - compressionQualitySet: 0 - textureFormatSet: 0 - platformSettings: - - buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - spriteSheet: - serializedVersion: 2 - sprites: [] - outline: [] - physicsShape: [] - spritePackingTag: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/Editor/SetupWizard.cs b/Assets/Noble Connect/Editor/SetupWizard.cs deleted file mode 100644 index 8696fd3..0000000 --- a/Assets/Noble Connect/Editor/SetupWizard.cs +++ /dev/null @@ -1,386 +0,0 @@ -using System; -using System.Collections; -using System.Text; -using NobleConnect; -using UnityEditor; -using UnityEngine; -using UnityEngine.Networking; - -public class SetupWizard : EditorWindow -{ - const string windowTitle = "Noble Connect"; - const string titleText = "Noble Connect Setup"; - const string bodyText = "\nEnter your game id or email address to enable Noble Connect.\n\n" + - "The service is free to use for development but bandwidth and CCU is limited.\n" + - "Visit noblewhale.com to upgrade to a paid account and remove the bandwidth and CCU limits."; - const string signUpSuccessText = "Successful account signup. \n\n" + - "Load up an example to get started or visit our website to upgrade to a paid account.\n"; - const string accountAlreadyExistsText = "User already exists. \n\n" + - "Log in at noblewhale.com to get your game ID.\n"; - const string otherErrorText = "An error has occurred. \n\n" + - "Log in at noblewhale.com to get your game ID.\n"; - const string enteredGameIDText = "GameID entered. \n\n" + - "Welcome back. Visit noblewhale.com to upgrade to a paid account\n" + - "and remove the bandwidth and CCU limits.\n"; - Texture2D logo, bg; - - GUIStyle headerStyle = new GUIStyle(); - GUIStyle titleStyle = new GUIStyle(); - GUIStyle logoStyle = new GUIStyle(); - GUIStyle bodyStyle = new GUIStyle(); - GUIStyle secondScreenStyle = new GUIStyle(); - - bool clickedActivate = false; - bool accountActivated = false; - bool accountAlreadyExists = false; - bool otherError = false; - bool enteredGameID = false; - - IEnumerator createAccountRequest; - - string emailOrGameID; - - SetupWizard() - { - minSize = new Vector2(530, 300); - } - - void OnEnable() - { - if (logo == null) - { - string[] paths = AssetDatabase.FindAssets("whale_256 t:Texture2D"); - if (paths != null && paths.Length > 0) - { - logo = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(paths[0])); - } - } - if (bg == null) - { - string[] paths = AssetDatabase.FindAssets("Noble Setup Title Background t:Texture2D"); - if (paths != null && paths.Length > 0) - { - bg = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(paths[0])); - } - } - } - - void Update() - { - if (createAccountRequest != null) createAccountRequest.MoveNext(); - } - - void OnGUI() - { - DrawHeader(); - - if (!accountActivated && !accountAlreadyExists && !otherError && !enteredGameID) - { - bodyStyle.padding = new RectOffset(10, 10, 0, 5); - EditorGUILayout.BeginVertical(bodyStyle); - - GUILayout.Label(bodyText); - GUILayout.Label("\nEmail or Game ID"); - emailOrGameID = EditorGUILayout.TextField(emailOrGameID); - - EditorGUILayout.BeginHorizontal(); - GUILayout.FlexibleSpace(); - if (!clickedActivate && GUILayout.Button("Activate")) - { - createAccountRequest = ActivateAccount(); - } - EditorGUILayout.EndHorizontal(); - EditorGUILayout.EndVertical(); - } - // Account creation success. - if (accountActivated) - { - bodyStyle.padding = new RectOffset(15, 10, 15, 5); - EditorGUILayout.BeginVertical(bodyStyle); - GUILayout.Label(signUpSuccessText); - EditorGUILayout.EndVertical(); - EditorGUILayout.BeginVertical(secondScreenStyle); - EditorGUILayout.BeginHorizontal(); - secondScreenStyle.padding = new RectOffset(15, Screen.width, 10, 5); - if (GUILayout.Button("Sign Up for Pro")) - { - Application.OpenURL("http://noblewhale.com"); - } - EditorGUILayout.EndHorizontal(); - EditorGUILayout.EndVertical(); - EditorGUILayout.BeginVertical(secondScreenStyle); - EditorGUILayout.BeginHorizontal(); - if (GUILayout.Button("Close Window")) - { - this.Close(); - } - EditorGUILayout.EndHorizontal(); - EditorGUILayout.EndVertical(); - } - // Found account with this email already. - else if (accountAlreadyExists) - { - bodyStyle.padding = new RectOffset(15, 10, 15, 5); - //GUI.contentColor = Color.red; - //bodyStyle.normal.textColor = Color.red; - EditorGUILayout.BeginVertical(bodyStyle); - GUILayout.Label(accountAlreadyExistsText);// secondScreenStyle); - EditorGUILayout.EndVertical(); - EditorGUILayout.BeginVertical(secondScreenStyle); - EditorGUILayout.BeginHorizontal(); - secondScreenStyle.padding = new RectOffset(15, Screen.width, 10, 5); - if (GUILayout.Button("Go to noblewhale.com")) - { - Application.OpenURL("http://noblewhale.com"); - } - EditorGUILayout.EndHorizontal(); - EditorGUILayout.EndVertical(); - EditorGUILayout.BeginVertical(secondScreenStyle); - EditorGUILayout.BeginHorizontal(); - if (GUILayout.Button("Close Window")) - { - this.Close(); - } - EditorGUILayout.EndHorizontal(); - EditorGUILayout.EndVertical(); - } - else if (otherError) - { - bodyStyle.padding = new RectOffset(15, 10, 15, 5); - //bodyStyle.normal.textColor = new Color(204,0,0); - EditorGUILayout.BeginVertical(); - GUILayout.Label(otherErrorText, bodyStyle); - EditorGUILayout.EndVertical(); - //bodyStyle.normal.textColor = Color.black; - EditorGUILayout.BeginVertical(secondScreenStyle); - EditorGUILayout.BeginHorizontal(); - secondScreenStyle.padding = new RectOffset(15, Screen.width, 10, 5); - if (GUILayout.Button("Go to noblewhale.com")) - { - Application.OpenURL("http://noblewhale.com"); - } - EditorGUILayout.EndHorizontal(); - EditorGUILayout.EndVertical(); - EditorGUILayout.BeginVertical(secondScreenStyle); - EditorGUILayout.BeginHorizontal(); - if (GUILayout.Button("Close Window")) - { - this.Close(); - } - EditorGUILayout.EndHorizontal(); - EditorGUILayout.EndVertical(); - } - else if (enteredGameID) - { - bodyStyle.padding = new RectOffset(15, 10, 15, 5); - //bodyStyle.normal.textColor = new Color(204,0,0); - EditorGUILayout.BeginVertical(); - GUILayout.Label(enteredGameIDText, bodyStyle); - EditorGUILayout.EndVertical(); - //bodyStyle.normal.textColor = Color.black; - EditorGUILayout.BeginVertical(secondScreenStyle); - EditorGUILayout.BeginHorizontal(); - secondScreenStyle.padding = new RectOffset(15, Screen.width, 10, 5); - if (GUILayout.Button("Go to noblewhale.com")) - { - Application.OpenURL("http://noblewhale.com"); - } - EditorGUILayout.EndHorizontal(); - EditorGUILayout.EndVertical(); - EditorGUILayout.BeginVertical(secondScreenStyle); - EditorGUILayout.BeginHorizontal(); - if (GUILayout.Button("Close Window")) - { - this.Close(); - } - EditorGUILayout.EndHorizontal(); - EditorGUILayout.EndVertical(); - } - } - - IEnumerator ActivateAccount() - { - clickedActivate = true; - string gameID = emailOrGameID; - if (emailOrGameID.Contains("@")) - { - gameID = null; - WWWForm form = new WWWForm(); - form.AddField("username", emailOrGameID); - form.AddField("email", emailOrGameID); - -#if UNITY_5 || UNITY_2017 - WWW w = new WWW("https://robot:z3hZAY*1ESiq7ecUR&OxFFNO@noblewhale.com/wp-json/wp/v2/users", form); - - while (!w.isDone) yield return 0; - - if (w.error != null && w.error != "") - { - if (w.text.Contains("existing_user_login")) - { - Debug.LogError("User already exists. Log in at noblewhale.com to get your game ID."); - // TODO: Display error notification window - accountAlreadyExists = true; - } - else - { - Debug.LogError(w.error + " " + w.text); - otherError = true; - } - } - else - { - // Get the newly created game id from the response text - // Manually parsing some json to avoid third party libraries and a bunch of needless overhead - string key = "\"game_id_0\""; - int keyIndex = w.text.IndexOf(key); - int valueStartIndex = w.text.IndexOf("\"", keyIndex + key.Length + 1) + 1; - int valueEndIndex = w.text.IndexOf("\"", valueStartIndex + 1); - string value = w.text.Substring(valueStartIndex, valueEndIndex - valueStartIndex); - gameID = value; - - accountActivated = true; - } - - w.Dispose(); -#else - using (var w = UnityEngine.Networking.UnityWebRequest.Post("https://robot:z3hZAY*1ESiq7ecUR&OxFFNO@noblewhale.com/wp-json/wp/v2/users", form)) - { - var amazonCertificateHandler = new CertificateDisregarder(); - w.certificateHandler = amazonCertificateHandler; - - yield return w.SendWebRequest(); - while (!w.isDone) yield return 0; - - var result = w.downloadHandler.text; -#if UNITY_2020_1_OR_NEWER - if (w.result == UnityEngine.Networking.UnityWebRequest.Result.ConnectionError || w.result == UnityEngine.Networking.UnityWebRequest.Result.ProtocolError) -#else - if (w.isNetworkError || w.isHttpError) -#endif - { - if (result.Contains("existing_user_login")) - { - Debug.LogError("User already exists. Log in at noblewhale.com to get your game ID."); - // TODO: Display error notification window - accountAlreadyExists = true; - } - else - { - Debug.LogError(w.error + " " + result); - otherError = true; - } - } - else - { - // Get the newly created game id from the response text - // Manually parsing some json to avoid third party libraries and a bunch of needless overhead - Debug.Log(result); - - StringBuilder sb = new StringBuilder(); - foreach (var dict in w.GetResponseHeaders()) - { - sb.Append(dict.Key).Append(": \t[").Append(dict.Value).Append("]\n"); - } - - // Print Headers - Debug.Log(sb.ToString()); - - string key = "\"game_id_0\""; - int keyIndex = result.IndexOf(key); - int valueStartIndex = result.IndexOf("\"", keyIndex + key.Length + 1) + 1; - int valueEndIndex = result.IndexOf("\"", valueStartIndex + 1); - string value = result.Substring(valueStartIndex, valueEndIndex - valueStartIndex); - gameID = value; - - accountActivated = true; - } - } -#endif - } - else - { - enteredGameID = true; - // TODO: Test gameID somehow - } - - if (gameID != null) - { - var settings = (NobleConnectSettings)Resources.Load("NobleConnectSettings", typeof(NobleConnectSettings)); - if (!settings) - { - settings = ScriptableObject.CreateInstance(); - if (!AssetDatabase.IsValidFolder("Assets/Noble Connect")) - { - AssetDatabase.CreateFolder("Assets", "Noble Connect"); - } - if (!AssetDatabase.IsValidFolder("Assets/Noble Connect/Resources")) - { - AssetDatabase.CreateFolder("Assets/Noble Connect", "Resources"); - } - AssetDatabase.CreateAsset(settings, "Assets/Noble Connect/Resources/NobleConnectSettings.asset"); - } - settings.gameID = gameID; - EditorUtility.SetDirty(settings); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } - } - - void DrawHeader() - { - headerStyle.normal.background = bg; - headerStyle.fixedHeight = 68; - EditorGUILayout.BeginHorizontal(headerStyle); - - titleStyle.fontSize = 22; - titleStyle.fontStyle = FontStyle.Bold; - titleStyle.padding = new RectOffset(10, 10, 20, 10); - 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externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/ExampleNetCodeNetworkHUD.cs b/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/ExampleNetCodeNetworkHUD.cs deleted file mode 100755 index 8ffc1ae..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/ExampleNetCodeNetworkHUD.cs +++ /dev/null @@ -1,118 +0,0 @@ -using NobleConnect.NetCodeForGameObjects; -using System; -using Unity.Netcode; -using Unity.Netcode.Transports.UTP; -using Unity.Networking.Transport; -using UnityEngine; - -namespace NobleConnect.Examples.NetCodeForGameObjects -{ - public class ExampleNetCodeNetworkHUD : MonoBehaviour - { - public TMPro.TMP_InputField hostAddressField; - public TMPro.TMP_InputField hostPortField; - public TMPro.TMP_InputField hostAddressText; - public TMPro.TMP_InputField hostPortText; - public TMPro.TMP_Text connectionStatusText; - - public GameObject startPanel; - public GameObject clientPanel; - public GameObject clientConnectedPanel; - public GameObject hostPanel; - - NobleUnityTransport transport; - - private void Start() - { - transport = (NobleUnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport; - - NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected; - NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected; - transport.OnServerPreparedCallback += OnServerPrepared; - } - - private void OnDestroy() - { - if (NetworkManager.Singleton) - { - NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected; - NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnected; - } - if (transport) - { - transport.OnServerPreparedCallback -= OnServerPrepared; - } - } - - public void StartHost() - { - NetworkManager.Singleton.StartHost(); - - startPanel.SetActive(false); - hostPanel.SetActive(true); - - hostAddressText.text = "Initializing.."; - hostPortText.text = "Initializing.."; - } - - private void OnServerPrepared(string relayAddress, ushort relayPort) - { - hostAddressText.text = relayAddress; - hostPortText.text = relayPort.ToString(); - } - - public void ShowClientPanel() - { - startPanel.SetActive(false); - clientPanel.SetActive(true); - - - hostAddressField.text = ""; - hostPortField.text = ""; - connectionStatusText.text = ""; - } - - public void StartClient() - { - transport.ConnectionData.Address = hostAddressField.text; - transport.ConnectionData.Port = ushort.Parse(hostPortField.text); - - NetworkManager.Singleton.StartClient(); - - clientPanel.SetActive(false); - clientConnectedPanel.SetActive(true); - - connectionStatusText.text = "Connecting..."; - } - - private void OnClientConnected(ulong clientID) - { - connectionStatusText.text = "Connected via " + transport.ConnectionType.ToString(); - } - - private void OnClientDisconnected(ulong obj) - { - if (!NetworkManager.Singleton.IsServer) - { - clientConnectedPanel.SetActive(false); - startPanel.SetActive(true); - } - } - - public void StopHost() - { - NetworkManager.Singleton.Shutdown(); - - hostPanel.SetActive(false); - startPanel.SetActive(true); - } - - public void Disconnect() - { - NetworkManager.Singleton.Shutdown(); - - clientConnectedPanel.SetActive(false); - startPanel.SetActive(true); - } - } -} \ No newline at end of file diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/ExampleNetCodeNetworkHUD.cs.meta b/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/ExampleNetCodeNetworkHUD.cs.meta deleted file mode 100755 index af8ef2a..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/ExampleNetCodeNetworkHUD.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ba5623206fa16f649bf1c1fe1f121507 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/README.txt b/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/README.txt deleted file mode 100755 index 154a7c2..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/README.txt +++ /dev/null @@ -1,12 +0,0 @@ -Example scene that demonstrates how to utilize the Noble Connect relay and punchthrough services with Netcode for GameObjects - -The buttons and text boxes can be used to host a server or connect as a client. When running as a host, the -host IP and port are displayed. When running as a client, the host IP and port can be entered in the text boxes -to connect to the host. - -When a client connects, a player will be spawned that can be moved around with the arrow keys. - -The connection type will be displayed on the client: -DIRECT - The connection was made directly to the host's IP. -PUNCHTHROUGH - The connection was made to an address on the host's router discovered via punchthrough. -RELAY - The connection is using the Noble Connect relays. \ No newline at end of file diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/README.txt.meta b/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/README.txt.meta deleted file mode 100755 index 82b9d16..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/Basic/README.txt.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a25369528e091a448ac1885300f43ed1 -timeCreated: 1539666870 -licenseType: Free -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/GUILabelFromText.cs b/Assets/Noble Connect/NetCode for GameObjects/Examples/GUILabelFromText.cs deleted file mode 100755 index 4a3ce9e..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/GUILabelFromText.cs +++ /dev/null @@ -1,27 +0,0 @@ -using Unity.Netcode; -using UnityEngine; - -namespace NobleConnect.Examples.NetCodeForGameObjects -{ - public class GUILabelFromText : MonoBehaviour - { - public TextAsset textFile; - TMPro.TMP_Text textComponent; - string text; - - void Start() - { - text = textFile.text; - textComponent = GetComponent(); - textComponent.text = text; - } - - private void Update() - { - if (NetworkManager.Singleton && textComponent) - { - textComponent.enabled = !NetworkManager.Singleton.IsServer && !NetworkManager.Singleton.IsClient; - } - } - } -} \ No newline at end of file diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/GUILabelFromText.cs.meta b/Assets/Noble Connect/NetCode for GameObjects/Examples/GUILabelFromText.cs.meta deleted file mode 100755 index 93320f0..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/GUILabelFromText.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 5de42016644089e4abe784ea3895c274 -timeCreated: 1551004256 -licenseType: Free -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up.meta b/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up.meta deleted file mode 100644 index ce17ac0..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: afe62a97c2928e16c8cf02e746313170 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up/Example Match Up Package.unitypackage.meta b/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up/Example Match Up Package.unitypackage.meta deleted file mode 100755 index 1d31160..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up/Example Match Up Package.unitypackage.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 13f8d67022c71714d97870d1843d38d6 -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up/INSTALL.txt b/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up/INSTALL.txt deleted file mode 100755 index 2b6d52f..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up/INSTALL.txt +++ /dev/null @@ -1,3 +0,0 @@ -Step 1: Download and Import the Match Up plugin - * If you purchased the Starter Pack or a monthly plan you should already have Match Up -Step 2: Import Example Match Up Package.unitypackage \ No newline at end of file diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up/INSTALL.txt.meta b/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up/INSTALL.txt.meta deleted file mode 100755 index b8b9a04..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/Match Up/INSTALL.txt.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e91a5b06f65d194428755e7556c1b294 -timeCreated: 1553109880 -licenseType: Free -TextScriptImporter: - 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-namespace NobleConnect.Examples.NetCodeForGameObjects -{ - // A super simple example player. Use arrow keys to move - public class NetCodeForGameObjectsExamplePlayer : NetworkBehaviour - { - void Update() - { - if (!IsLocalPlayer) return; - - Vector3 dir = Vector3.zero; - - if (Input.GetKey(KeyCode.UpArrow)) dir = Vector3.up; - else if (Input.GetKey(KeyCode.DownArrow)) dir = Vector3.down; - else if (Input.GetKey(KeyCode.LeftArrow)) dir = Vector3.left; - else if (Input.GetKey(KeyCode.RightArrow)) dir = Vector3.right; - - MoveServerRpc(dir); - } - - [ServerRpc] - void MoveServerRpc(Vector3 dir) - { - transform.position += dir * Time.deltaTime * 5; - } - } -} \ No newline at end of file diff --git a/Assets/Noble Connect/NetCode for GameObjects/Examples/NetCodeForGameObjectsExamplePlayer.cs.meta b/Assets/Noble Connect/NetCode for GameObjects/Examples/NetCodeForGameObjectsExamplePlayer.cs.meta deleted file mode 100755 index dffcdf4..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Examples/NetCodeForGameObjectsExamplePlayer.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: daef147c05839a94b97d7962538ed2c8 -timeCreated: 1550909788 -licenseType: Free -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: 2800000, guid: ffc16905f3ed6244d8bd4624bf34cf82, type: 3} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/NetCode for GameObjects/INSTALL.md b/Assets/Noble Connect/NetCode for GameObjects/INSTALL.md deleted file mode 100644 index e47e8cb..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/INSTALL.md +++ /dev/null @@ -1,3 +0,0 @@ -Step 1: Use the PackageManager to get NetCode for GameObjects -Step 2: Import the package "Assets/Noble Connect/NetCode for GameObjects/NetCode for GameObjects Noble Connect.unitypackage" to add NetCode for GameObjects support to Noble Connect. -Step 3: Check out the example scenes in "Assets/Noble Connect/NetCode for GameObjects/Examples" to get started. \ No newline at end of file diff --git a/Assets/Noble Connect/NetCode for GameObjects/INSTALL.md.meta b/Assets/Noble Connect/NetCode for GameObjects/INSTALL.md.meta deleted file mode 100644 index f70a718..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/INSTALL.md.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 06e66bd298fb6824b8c530a0da552ba3 -timeCreated: 1552034575 -licenseType: Store -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/NetCode for GameObjects/Internal.meta b/Assets/Noble Connect/NetCode for GameObjects/Internal.meta deleted file mode 100755 index 673a9cd..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Internal.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a008abdf62d15f24ea86f6a697caff98 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Noble Connect/NetCode for GameObjects/Internal/NobleUnityTransport.cs b/Assets/Noble Connect/NetCode for GameObjects/Internal/NobleUnityTransport.cs deleted file mode 100755 index 6143ad0..0000000 --- a/Assets/Noble Connect/NetCode for GameObjects/Internal/NobleUnityTransport.cs +++ /dev/null @@ -1,277 +0,0 @@ -using Unity.Netcode.Transports.UTP; -using Unity.Netcode; -using NobleConnect.Ice; -using System; -using System.Collections.Generic; -using System.Net; -using UnityEngine; -using System.Reflection; -using Unity.Networking.Transport; -using NetworkEvent = Unity.Netcode.NetworkEvent; -using System.Collections; - -namespace NobleConnect.NetCodeForGameObjects -{ - /// Extends UnityTransport to use Noble Connect for punchthrough and relays - public class NobleUnityTransport : UnityTransport - { - /// Some useful configuration settings like geographic region and timeouts. - [Header("Noble Connect Settings")] - public Config Config; - - /// You can enable this to force relay connections to be used for testing purposes. - /// - /// Disables punchthrough and direct connections. Forces connections to use the relays. - /// This is useful if you want to test your game with the unavoidable latency that is - /// introduced when the relay servers are used. - /// - public bool ForceRelayOnly { get => Config.ForceRelayOnly; set => Config.ForceRelayOnly = value; } - - /// This is the address that clients should connect to. It is assigned by the relay server. - /// - /// Note that this is not the host's actual IP address, but one assigned to the host by the relay server. - /// When clients connect to this address, Noble Connect will find the best possible connection and use it. - /// This means that the client may actually end up connecting to an address on the local network, or an address - /// on the router, or an address on the relay. But you don't need to worry about any of that, it is all - /// handled for you internally. - /// - public IPEndPoint HostRelayEndPoint; - - /// You can check this on the client after they connect, it will either be Direct, Punchthrough, or Relay. - public ConnectionType LatestConnectionType - { - get - { - if (Peer != null) return Peer.latestConnectionType; - else return ConnectionType.NONE; - } - } - - /// Use this callback to be informed when something goes horribly wrong. - /// - /// You should see an error in your console with more info any time this is called. Generally - /// it will either mean you've completely lost connection to the relay server or you - /// have exceeded your CCU or bandwidth limit. - /// - public event Action OnFatalErrorCallback; - - /// Use this callback to know when a Server has received their HostRelayEndPoint and is ready to receive incoming connections. - /// - /// If you are using some sort matchmaking this is a good time to create a match now that you have the HostRelayEndPoint that clients will need to connect to. - /// - /// The address of the HostRelayEndPoint the clients should use when connecting to the host. - /// The port of the HostRelayEndPoint that clients should use when connecting to the host - public event Action OnServerPreparedCallback; - - public ConnectionType ConnectionType => Peer.latestConnectionType; - - /// Keeps track of which end point each connection belongs to so that when they disconnect we can clean up. - Dictionary EndPointByConnection = new Dictionary(); - - /// Represents a peer (client or server) in Noble Connect. Handles creating and destroying connection routes. - /// - /// This is the interface to the relay and punchthrough services. - /// It is used to find the best route to connect and to clean up when a client disconnects. - /// - Peer Peer; - - /// This delegate allows us to call the private base.Update method - Action BaseUpdateDelegate; - - /// This delegate allows us to call the private ParseClientId method - Func ParseClientIdDelegate; - - /// Used to get the remote address of connecting clients - FieldInfo DriverField; - - private void Awake() - { - // Set up logging using the LogLevel from the NetworkManager - Logger.logger = Debug.Log; - Logger.warnLogger = Debug.LogWarning; - Logger.errorLogger = Debug.LogError; - switch (NetworkManager.Singleton.LogLevel) - { - case LogLevel.Developer: Logger.logLevel = Logger.Level.Developer; break; - case LogLevel.Error: Logger.logLevel = Logger.Level.Error; break; - case LogLevel.Normal: Logger.logLevel = Logger.Level.Info; break; - case LogLevel.Nothing: Logger.logLevel = Logger.Level.Fatal; break; - } - - // The base update method is inaccessible but we need it to be called, so use reflection - var baseUpdateMethod = typeof(UnityTransport).GetMethod("Update", BindingFlags.NonPublic | BindingFlags.Instance); - // Creating a delegate allows for faster method calls than Invoke, and we call Update a lot, so let's do that - BaseUpdateDelegate = (Action)Delegate.CreateDelegate(typeof(Action), this, baseUpdateMethod); - - // We need access to the private m_Driver field in order to get the remote address of clients - DriverField = typeof(UnityTransport).GetField("m_Driver", BindingFlags.NonPublic | BindingFlags.Instance); - - // We need this private method to convert the ulong network id into a NetworkConnection - MethodInfo ParseClientIdMethod = typeof(UnityTransport).GetMethod("ParseClientId", BindingFlags.NonPublic | BindingFlags.Static, null, new Type[] { typeof(ulong) }, null); - ParseClientIdDelegate = (Func)Delegate.CreateDelegate(typeof(Func), ParseClientIdMethod); - - // Set up the callbacks we need - OnFatalErrorCallback += OnFatalError; - OnServerPreparedCallback += OnServerPrepared; - Config.OnFatalError = OnFatalErrorCallback; - - // The Unity Transport apparently does not support ipv6, so disable it - Config.EnableIPv6 = false; - - // Hook in to the transport level events so we can know when a client connects / disconnects - OnTransportEvent += OnReceivedTransportEvent; - } - - public override void Initialize(NetworkManager netMan) - { - // Initialize the Peer - Peer = new Peer(Config.AsIceConfig()); - - base.Initialize(netMan); - } - - /// Start a server and allocate a relay. - /// - /// When the server has received a relay address the OnServerPreparedCallback will be triggered. - /// This callback is a good place to do things like create a match in your matchmaking system of choice, - /// or anything else that you want to do as soon as you have the host's address. - /// - public override bool StartServer() - { - bool success = base.StartServer(); - Peer.InitializeHosting(ConnectionData.Port, OnServerPreparedCallback); - return success; - } - - /// Start a client and connect to ConnectionData.Address at ConnectionData.Port - /// - /// ConnectionData.Address and ConnectionData.Port should be set to a host's HostRelayEndPoint before calling this method. - /// - public override bool StartClient() - { - Peer.InitializeClient(new IPEndPoint(IPAddress.Parse(ConnectionData.Address), ConnectionData.Port), OnClientPrepared); - return true; - } - - /// Shut down, disconnect, and clean up - public override void Shutdown() - { - base.Shutdown(); - if (Peer != null) - { - Peer.CleanUpEverything(); - Peer.Dispose(); - Peer = null; - } - } - - /// Calls the Peer's Update() method to process messages. Also calls the base Update method via reflection - void Update() - { - if (Peer != null) - { - Peer.Update(); - } - - // Equivalent to base.Update() - BaseUpdateDelegate(); - } - - /// Transport level events are received here. Used to handle client connect / disconnect - /// The type of NetworkEvent that occurred - /// The network id of the client that instigated the event - /// Any payload related to the event - /// The time that the event was triggered - private void OnReceivedTransportEvent(NetworkEvent eventType, ulong clientId, ArraySegment payload, float receiveTime) - { - if (NetworkManager.Singleton.IsServer) - { - if (eventType == NetworkEvent.Connect) - { - OnIncomingClientConnection(clientId); - } - else if (eventType == NetworkEvent.Disconnect) - { - OnServerLostClient(clientId); - } - } - } - - /// Keep track of the incoming client and their associated end point - /// - /// We need to know the disconnecting client's EndPoint in order to clean up properly when they disconnect. - /// Ideally we would just look this up via the transport when the disconnect happens, but by the time we get the event the transport has already - /// purged that info, so instead we store it ourselves on connect so we can look it up on disconnect. - /// - /// The network Id of the disconnecting client - void OnIncomingClientConnection(ulong clientId) - { - var clientEndPoint = GetClientEndPoint(clientId); - EndPointByConnection[clientId] = clientEndPoint; - } - - /// Clean up resources associated with the disconnecting client - /// - /// This uses the end point that was associated with the clientId in OnIncomingClientConnection - /// - /// The network Id of the disconnecting client - void OnServerLostClient(ulong clientId) - { - if (EndPointByConnection.ContainsKey(clientId)) - { - IPEndPoint endPoint = EndPointByConnection[clientId]; - Peer.EndSession(endPoint); - EndPointByConnection.Remove(clientId); - } - } - - /// Called when the client has been allocated a relay. This is where the Transport level connection starts. - /// The IPv4 EndPoint to connect to - /// The IPv6 EndPoint to connect to. 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You can do this on our -website or through the Unity Engine at Window->Noble Connect->Setup. It is free to sign up but your CCU and bandwidth will be limited. -In order to raise the limits you will either need to purchase the Starter Pack or one of the monthly plans. - -## Step 1 - Set up - 1. You can access the setup window at any time by going to Window->Noble Connect->Setup. - 2. Enter your email address to sign up, or enter your Game ID if you already have an account. - * You can get your Game ID any time from the dashboard at https://noblewhale.com/dashboard - 3. Import the package for your networking system: - * If you are using Mirror, import the "Mirror Noble Connect.unitypackage" - * Make sure you have the correct version of Mirror imported first. Usually this means the latest from the Asset Store, but you can check the description on the [Noble Connect](https://assetstore.unity.com/packages/tools/network/noble-connect-140535) page to confirm. - * If you are using UNet, import the "UNet Noble Connect.unitypackage" - * In 2019.1 or later you must first install the "Multiplayer HLAPI" package from the Unity Package Manager - * If you are using NetCode for Gameobjects, import the "NetCode for GameObjects Noble Connect.unitypackage" - -## Step 2 - Test it - 1. Add the "Noble Connect/[UNet or Mirror or Netcode for GameObjects]/Examples/Network Manager/Network Manager Example.unity" scene to the build settings. - 2. Build for your desired platform and run the build. - 3. Click "Host" in the build. - * Note the IP and port that are displayed, this is the address that clients will use to connect to the host. - 4. Run the Network Manager Example scene in the editor. - 5. Click "Client" and then enter the ip and port from the host. - 6. Click "Connect" to connect to the host. - * When the connection is complete you will see the connection type displayed on the client. - -# Examples -Check out the Example scenes and scripts to see common ways to get connected. Each example includes a README file with more detailed instructions. -If you need any more information don't hesitate to contact us at nobleconnect@noblewhale.com - -# What next? -Generally you should extend from the provided NobleNetworkManager. -If you prefer something a little lower level, you can also use the NobleServer and NobleClient classes directly to Listen() and Connect(). -Most things will work exactly the same as you are used to if you are familiar with UNet, Mirror, or Netcode for GameObjects - -**Note: For most methods that you override in NobleNetworkManager you will want to make sure to call the base method to avoid causing unexpected behaviour.** - -# Notes for UNet / Mirror -The main difference is that you will use the NobleNetworkManager instead of Unity or Mirror's NetworkManager, or the NobleServer and NobleClient instead of Unity's or Mirror's NetworkServer and NetworkClient. - -# Note for Netcode for GameObjects -Just make sure to use the NobleUnityTransport and you should be good to go. - -# General Notes -The host will not know the address that clients should connect to until it has been assigned by the Noble Connect servers. -You will need to override the OnServerPrepared() method or use the OnServerPreparedCallback to know when this has happened and to get the hostAddress and hostPort (collectively known as the HostEndPoint) -that clients should use to connect to the host. This is generally when you would create a match if you're using a matchmaking system. You can also get -the HostEndPoint address any time after it has been assigned via NobleServer.HostEndPoint or NobleNetworkManager.HostEndPoint or NobleUnityTransport.HostRelayEndPoint - -# Regions -By default the closest region will be selected automatically for relays. You can also manually select the region on the NobleNetworkManager or by passing in a GeographicRegion at runtime. -You can see this in any of the example scenes. - -We have servers in the following regions: - * US_EAST - New York - * US_WEST - California - * EUROPE - Amsterdam - * AUSTRALIA - Sydney - * HONG_KONG - Hong Kong - * ASIA_PACIFIC - Singapore - * SOUTH_AMERICA - Brazil - * CHINE - China - -# How it Works -Punchthrough and relays work according to the [ICE](https://tools.ietf.org/html/rfc5245), [TURN](https://tools.ietf.org/html/rfc5766), and [STUN](https://tools.ietf.org/html/rfc5389) specifications. \ No newline at end of file diff --git a/Assets/Noble Connect/README.md.meta b/Assets/Noble Connect/README.md.meta deleted file mode 100644 index 6eb6de6..0000000 --- a/Assets/Noble Connect/README.md.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 662e06548d4295445bb8f66021012d93 -timeCreated: 1552034575 -licenseType: Store -TextScriptImporter: - externalObjects: {} - 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