Conversation
Bumped interface version Bumped master server version Small optimisations Player encryption is send and cleared from dedi servers correctly Logs player joins better Changed some server errors to Unknown Server name is now sent to the dedi servers correctly dedi server is now closed if the master server cannot add it to its repository
Fixed player counts
…n play with the same oculus account across pc and quest
Pc oculus and quest users now have separated HashedUserID's so you ca…
This can be any arbitrary non-empty string (within MTU limits), and will be passed as is to the dedicated server post-handshake, as well as at the end of LiteNetLib's
Small note (which I learned the hard way while implementing this): The client connects twice but sharing the same encryption state, so both connections need to increment a single outbound encryption sequence or communication will fall apart (this manifested on my server as random timeouts after sitting still for ~5 seconds). |
Bumped interface package version
Update nuget.yml
Should fix interface issue
optimised and cleaned up node repository/node checking code
renamed some server variables
Changed some variable names to make them clearer and optimized/fixed node repository code
This PR adds support for Beat Saber 1.29 by introducing a HTTP API that is compatible with the game's GameLift connection flow:
/beat_saber_get_multiplayer_instanceendpoint (authenticate user, handle matchmaking / create server / join server requests)New connection flow
To clarify how the new connection flow works:
/beat_saber_get_multiplayer_instancewith an auth token and one of the following: matchmaking params (Quick Play), private secret (Create server), private code (Join by code).PlayerSessionInfowhich contains the target server instance, as well as aplayerSessionIdCross-dependent related PRs