Steam Lobby Integration!#818
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- add Steam lobby flow as a parallel option without removing LiteNetLib/direct connect - add Steam relay transport wiring for Basis client/server networking - reuse existing Basis world and prop resource pipelines for Steam sessions - support lobby create/join, invite join, host/leave/rejoin loops - add world BEE validation and host world bootstrap for Steam-hosted sessions - preserve existing direct Servers flow and reset transport state correctly when leaving Steam mode - add Steam settings asset support, optional transport trace, and setup/testing docs
…stream-developer-20260510-215119 # Conflicts: # Basis/Assets/Basis/Settings/Quality Settiings/Modified - Desktop.asset # Basis/Packages/com.basis.bundlemanagement/BasisTrackedBundleWrapper.cs # Basis/Packages/com.basis.framework/BasisUI/Menus/Main Menu Providers/ServersProvider.cs # Basis/Packages/com.basis.framework/Networking/BasisNetworkConnection.cs # Basis/Packages/com.basis.framework/Networking/BasisNetworkSpawnItem.cs # Basis/Packages/com.basis.sdk/Fonts/Overlay/Inter_Overlay.asset # Basis/Packages/com.basis.sdk/Settings/AssetBundleBuildSettings.asset # Basis/Packages/com.basis.server/BasisNetworkCore/BasisNetworkShell.cs # Basis/Packages/com.basis.server/BasisNetworkCore/BasisServerConfiguration.cs # Basis/Packages/com.basis.server/BasisNetworkServer/BasisNetworkMessageProcessor/BasisNetworkMessageProcessor.cs # Basis/Packages/com.basis.server/BasisNetworkServer/BasisNetworkingReductionSystem/BasisServerReductionSystemEvents.cs # Basis/Packages/com.basis.server/BasisNetworkServer/BasisServerHandleEvents.cs # Basis/Packages/com.basis.textmeshpro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset # Basis/permissions.xml
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Summary
Required checks
All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under Notes.
TransformAccessArrayor are otherwise batched. I have not added per-frametransform.position/transform.rotation/transform.localPositioncalls inside loops. Whenever I need both position and rotation, I use the combined APIs —SetPositionAndRotation/SetLocalPositionAndRotationfor writes,GetPositionAndRotation/GetLocalPositionAndRotationfor reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two.Resources.Load, no direct asset references that pull large content into memory on scene load.GetComponent/AddComponentwhere avoidable — Where unavoidable, the result is cached on a field, and anyGetComponent<T>is replaced withTryGetComponent<T>(out var x)— bareGetComponentwill be denied.TryGetComponentis the modern API (Unity 2019.2+) and skips the Editor-only GC allocationGetComponentcauses when a component is missing: Unity wraps thenullreturn in a managed "fake null" object so its overloaded==operator can still detect destroyed C++ objects, and constructing that wrapper allocates;TryGetComponentreturns aboolplusoutparameter and never builds the wrapper. None of these calls run insideUpdate,LateUpdate,FixedUpdate, jobs, or other per-frame code paths.BasisEventDriver— Any new per-frame work hooks intoBasisEventDriverrather than adding standaloneUpdate/LateUpdate/FixedUpdatecallbacks on a MonoBehaviour.{ get; set; }properties or access lockdowns — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things offprivate/internalwithout a real reason. Don't wrap a field in{ get; set; }when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For.Instancesingletons, callers reassigningType.Instanceis allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call.BasisLocalCameraDriver— Code that needs the local camera (transform, projection, rig data, etc.) pulls it fromBasisLocalCameraDriverrather than looking one up itself. Don't roll a separate camera discovery path.BasisDebug— All new logging calls go throughBasisDebug.Log/BasisDebug.LogWarning/BasisDebug.LogError(with an appropriateLogTag) instead ofUnityEngine.Debug.Log/Debug.LogWarning/Debug.LogError.BasisDebugroutes through Basis's tagged, color-coded logger and respects the project-wideLoggingDisabledtoggle so logging can be killed at runtime; bareDebug.Logcalls bypass that and will be denied.FindObjectOfType/FindObjectsOfType/GameObject.Find/FindGameObjectsWithTagto locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under Notes.newon reference types, no LINQ, nostringconcatenation/interpolation, no boxing, noforeachover interface-typed collections. Allocate once at init and reuse the buffer.BasisDebug. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind#if UNITY_EDITORand remove (or leave gated) before merge..Count(lists) /.Length(arrays) into a localintbefore the loop instead of re-reading the property each iteration. PreferT[](with a separate length int when the array is over-sized) overList<T>where the data is hot — Unity's mono BCL doesn't exposeCollectionsMarshal.AsSpan(List<T>), so a list can't be fed intoSpan<T>/ unsafe paths cleanly. Where the perf justifies it, drop intoSpan<T>/reflocals /Unsafe.As/unsafepointer code to skip bounds checks and copies, and call out the invariants you're relying on under Notes so reviewers can sanity-check them.Testing details
Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.
Input / control mode coverage:
Where applicable, confirm these flows still work after your changes:
Notes
Tested on Windows in Unity editor in desktop mode and VR mode (headset: Pico 4).
Project imports and compiles without errors after the upstream developer merge. Steam transport per-frame callback/polling is routed through BasisEventDriver.OnUpdate. Steamworks callbacks and relay socket polling must run on the main thread and are not suitable for Unity Jobs.
No new transform hot paths were added. No scene-wide dependency discovery was added. Logging uses BasisDebug with Networking tag.
Steam/Facepunch binaries are contained inside com.basis.steamtransport/Runtime/Plugins. No Resources.Load path is used for Steam settings; default settings are created in package code when no explicit settings object is supplied.
AddComponent usage is limited to initialization/menu UI construction: the Steam bootstrap creates one persistent bootstrap component, and the Steam Lobbies panel creates local layout row components when the menu is built. These are not per-frame paths.
Current default AppId is 480 for development. Before shipping this in official Steam builds, Basis should wire its production Steam AppId into BasisSteamSettings or an existing project settings/provider path. I avoided adding a Resources.Load settings path because the PR checklist disallows new Resources.Load usage.