mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
246 lines
16 KiB
Markdown
246 lines
16 KiB
Markdown
# Change Log
|
|
|
|
## Version 7.x.x - In progress
|
|
- Added: [Script Templates](ScriptTemplates.md) -- See the new Mirror section in the Assets > Create menu.
|
|
- Added: Full Text Search added to docs
|
|
- Added: Basic Chat example
|
|
- Added: Some youtube videos have been created and linked from various doc pages where appropriate
|
|
- Added: Transports can now support using a URI for connection including port
|
|
- Added: version.txt file is now included with the release version in it.
|
|
- Fixed: Components now appear in docs under API Reference
|
|
- Fixed: Delayed disconnect in Basic Authenticator
|
|
- Fixed: Multiplexer now handles OnClientConnect and GetMaxMessageSize correctly
|
|
- Fixed: NetworkRoomManager OnRoomServerCreateGamePlayer now includes the Room Player Object as parameter
|
|
- Changed: NetworkManager startPositionIndex is now public
|
|
- Changed: SceneMessage now has an optional customHandling flag so devs can handle their own custom scene loading, e.g. using Addressables.
|
|
|
|
## Version 6.3.0 - 2019-Dec-09
|
|
- Added: SyncMode selector now works for components on any scene objects owned by a client in addition to the player object, e.g. pets
|
|
- Added: MessageBase now fully supports inheritance
|
|
- Added: Room example now has UI button for host to return all clients to the Room scene and other improvements
|
|
- Fixed: ReplacePlayerForConnection now works for existing scene objects as long as another player doesn't own the targetted object
|
|
- Fixed: isClient and isServer are now true for networked objects in Start and OnStartClient / OnStartServer, respectively
|
|
- Fixed: hasAuthority is now set before OnStartClient and OnStartLocalPlayer are invoked
|
|
- Changed: connectionToClient is now used to assign client authority
|
|
- Changed: In many respects, the Host player acts a lot more like a client and will reveal bugs better.
|
|
- Changed: ReplacePlayerForConnection now has an optional bool to retain authority of the previous object (default = false)
|
|
- Removed: NetworkServer.SpawnWithClientAuthority is deprecated in favor of overloads of NetworkServer.Spawn
|
|
|
|
## Version 5.0.2 - 2019-Nov-03
|
|
- Added: SyncList and SyncSet custom Equality Comparer support
|
|
- Added: Custom serializers may be implemented for any type in Cmd's and Rpc's
|
|
- Added: [Fallback Transport](../Transports/Fallback.md)
|
|
- Fixed: SyncVar hooks are no longer called in Host if no change
|
|
- Fixed: NetworkIdentity no longer throws a null reference exception in RemoveClientAuthority
|
|
- Fixed: Server transport now suspended during scene change to prevent erroneous messages
|
|
- Fixed: SyncList, SyncDictionary and SyncSet now use a custom IEnumerator to avoid memory allocation
|
|
- Fixed: sceneID is no longer reset in certain cases when editing a prefab
|
|
- Changed: PreprocessorDefine code moved to CompilerSymbols folder to avoid paradox of missing symbols preventing the symbols being added to the project.
|
|
- Changed: Host player no longer gets authority assigned to all objects by default
|
|
- Changed: Commands no longer bypass serialization for Host player, making debugging easier
|
|
- Changed: Local connections now maintain their own message queue
|
|
- Changed: Transport.Available is now abstract
|
|
- Removed: Network Identity: Local Player Authority has been removed as no longer necessary
|
|
|
|
## Version 4.0.7 - 2019-Oct-03
|
|
- Added: [Authentication](../Guides/Authentication.md) support to authenticate clients in the Connect phase
|
|
- Added: Profiler events. These events can be subscribed to by the [Network Profiler](../Guides/Profiler.md) to provide visual information
|
|
- Added: Transports now include channel in profiler events
|
|
- Added: Transport abstract class now supports sending a message to a list of connection id's
|
|
- Fixed: SceneMessage now has sceneOperation enum so clients can properly handle additive scenes
|
|
- Fixed: NetworkClient handlers are now cleared in Shutdown
|
|
- Fixed: Offline scene is no longer reloaded when client fails to connect or is rejected
|
|
- Fixed: Start Position Index is now reset to zero when server is stopped
|
|
- Fixed: Network Room Players are now all in DontDestroyOnLoad so they don't respawn in the game scene
|
|
- Fixed: Network Room example player controller restores main camera on disable
|
|
- Fixed: Components with different sync intervals were not sending updates to clients
|
|
- Fixed: In certain cases, weaver wouldn't weave some external assemblies
|
|
- Fixed: NetworkAnimator now does a full sync for new clients
|
|
- Fixed: NetworkBehaviour inspector now shows SyncMode for private SyncVars
|
|
- Fixed: Calling Commands and Rpcs of parent classes from inherited classes works as it should
|
|
- Fixed: Telepathy no longer hangs when attempting to connect to a nonexistent host
|
|
- Fixed: Websockets Transport now properly returns the client endpoint information via `ServerGetClientAddress`
|
|
- Fixed: WebGL build now works with ArraySegment
|
|
- Changed: Mirror is now free of garbage memory allocation on the sending side.
|
|
- Some transports may still have a little garbage allocation yet.
|
|
- Changed: Deprecated the AddPlayerMessage extraMessage byte\[\] in favor of an easier approach to [Custom Players](../Guides/GameObjects/SpawnPlayerCustom.md)
|
|
- This is a breaking change: The virtual method OnServerAddPlayer loses the AddPlayerMessage parameter.
|
|
- Changed: NetworkIdentity.RemoveAuthorityForConnection is now easier to use: no need to supply the current "owner" anymore.
|
|
- Changed: Renamed `NetworkConnection.playerController` to `identity` ... see [Deprecations](Deprecations.md) for details.
|
|
- Changed: Lobby system renamed to Room to better align the name for what it is and make way for a future Lobby framework
|
|
|
|
## Version 3.17.4 - 2019-Sep-04
|
|
- Added: Custom Network Readers & Writers via extension methods
|
|
- Added: Network Sync Mode selector on components to sync to observers (default) or just the owner
|
|
- Added: SyncVars now support structs and enums in other assemblies
|
|
- Added: Support for reading and writing array segments
|
|
- Added: NetworkAnimator now has layers support
|
|
- Added: New virtual method OnServerChangeScene to NetworkManager
|
|
- Added: XML summary comments for intellisense and future generated class docs
|
|
- Updated Examples and Documentation
|
|
- Fixed: SceneID was not set to 0 for prefab variants
|
|
- Fixed: Observers were not properly rebuilt on scene changes
|
|
- Fixed: SyncVar hooks were not able to change other SyncVars in Host mode
|
|
- Fixed: Telepathy not setting socket options on accepted clients
|
|
- Fixed: Catch IL2CPP bug
|
|
- Fixed: Telepathy and Websockets now start connections ID's at 1 instead of 2
|
|
- Fixed: Websockets support for SSL restored
|
|
- Fixed: NetworkManager no longer complains about missing player prefab if auto-create is disabled
|
|
- Fixed: Removed a garbage allocation in Network Transform
|
|
- Fixed: NetworkClient.Ready was being called unncessarily in certain cases, e.g. SceneMessages
|
|
- Changed: Documentation moved to website and API generated docs implemented
|
|
- Changed: AddPlayerForConnection handler is now internal to keep safety checks intact
|
|
- Changed: A bunch of messages converted to value types for performance
|
|
|
|
## Version 3.11.6 - 2019-Jul-10
|
|
- Fixed: Telepathy IPv4, IPv6, and FQDN should all work now
|
|
- Fixed: TelepathyTransport error in UWP builds
|
|
- Fixed: OnApplicationQuit is handled better now
|
|
- Fixed: Performance and memory allocation improvements
|
|
- Changed: Telepathy Source is now included instead of a DLL
|
|
|
|
## Version 3.10.10 - 2019-Jun-19
|
|
- Added: Scene Message now supports params for SceneMode (Normal / Additive) and PhysicsMode (2D / 3D)
|
|
- Added: ClientScene.Send now has an optional ChannelId parameter
|
|
- Added: ASMDEF to Examples folder
|
|
- Added: Support for sending and receiving ArraySegment\<byte\>
|
|
- Added: IReadOnlyList\<T\> in SyncLists
|
|
- Fixed: NetworkManager not switching to correct scene in some cases
|
|
- Fixed: ListServer Ping not found in WebGL
|
|
- Fixed: TelepathyTransport.GetMaxPacketSize uses the new configurable max size
|
|
- Fixed: Significant reduction in memory allocation and garbage collection
|
|
- Changed: Use transform.localPosition and transform.localRotation for better VR support
|
|
- Removed: Websockets send queues (they never worked) and SSL (temporarily because it didn't work)
|
|
|
|
## Version 3.6.7 -- 2019-Apr-28
|
|
- Changed: NetworkReader now uses ArraySegment\<byte\> to minimize allocations.
|
|
|
|
## Version 3.6.6 -- 2019-Apr-24
|
|
- Fixed: Reverted two internal refactor commits that had unintended consequences
|
|
|
|
## Version 3.6.5 -- 2019-Apr-23
|
|
- Fixed: Unity 2019.1 compatibility
|
|
- Fixed: Erroneous error indicating prefabs were missing Scene ID's
|
|
- Fixed: OnDeserializeSafely now works without allocations
|
|
- Fixed: Weaver not writing symbol files, preventing breakpoints from working in Visual Studio
|
|
- Fixed: NetworkIdentity SceneID generation now uses RNG Crypto Service Provider
|
|
- Fixed: Scene lighting in Additive example
|
|
- Fixed: Player Prefab transform details now respected when instantiated in the absence of NetworkStartPosition
|
|
- Removed: Tests folder from Unity package generation (no end-user value)
|
|
|
|
## Version 3.5.9 -- 2019-Apr-12
|
|
- Fixed: NetworkManager round-robin mode using NetworkStartPosition objects now uses hierarchy sibling order
|
|
- Fixed: IsLocalPlayer is now reliably accurate in `Start()` by combining OwnerMessage and SpawnPrefabMessage
|
|
- Fixed: Stack overflow issues with Weaver and Cecil
|
|
- Fixed: Corrected assembly paths passed to weaver
|
|
- Fixed: Enum bandwdith reduced in SyncVars, Commands, and Rpcs
|
|
- Fixed: Placeholder files added for removed code files so updating works better
|
|
- Changed: NetworkManager `isHeadless` is a static property now, changed from `IsHeadless()`
|
|
|
|
## Version 3.5.3 -- 2019-Apr-10
|
|
- Fixed: Exceptions in overrides of Network Manager and other components incorrectly silenced.
|
|
- Fixed: Lobby system sometimes would not spawn and swap game player prefabs into the game scene
|
|
- Fixed: Application.targetFrameRate no longer set in host mode
|
|
- Changed: Telepathy: Split MaxMessageSize to allow setting a different value for client and server
|
|
|
|
## Version 3.4.9 -- 2019-Apr-6
|
|
- Added: Semantic Versioning (which is why we jumped from 1.6 to 3.4.9)
|
|
- Added: [SyncDictionary](../Guides/Sync/SyncDictionary.md)
|
|
- Added: [SyncHashSet](../Guides/Sync/SyncHashSet.md)
|
|
- Added: [SyncSortedSet](../Guides/Sync/SyncSortedSet.md)
|
|
- Added: SyncList and SyncDictionary support all IList and IDictionary derived types, respectively
|
|
- Added: Documentation for [SyncVars](../Guides/Sync/SyncVars.md)
|
|
- Added: Documentation for [SyncEvents](../Guides/Sync/SyncEvent.md)
|
|
- Added: NoRotation to NetworkTransform
|
|
- Added: Scale is now included in spawn payload along with position and rotation
|
|
- Added: Generic `IMessageBase` to allow struct message types
|
|
- Added: Weaver now supports Vector2Int and Vector3Int
|
|
- Added: List Server example
|
|
- Added: Additive Scenes example
|
|
- Fixed: SyncLists now work correctly for primitives and structs
|
|
- Fixed: SyncVar Hooks now will update the local property value after the hook is called
|
|
|
|
- You no longer need to have a line of code in your hook method to manualy update the local property.
|
|
- Fixed: Host should not call Disconnect on transports
|
|
- Fixed: NetworkAnimimator now supports up to 64 animator parameters
|
|
- Fixed: NetworkManager `StartServer` no longer assumes scene zero is the default scene...uses `GetActiveScene` now
|
|
- Fixed: NetworkServer `Shutdown` now resets `netId` to zero
|
|
- Fixed: Observers are now properly rebuilt when client joins and `OnRebuildObservers` / `OnCheckObserver` is overridden
|
|
- Fixed: NetworkProximityChecker: On rare occasion, player could be excluded from observers rebuild
|
|
- Fixed: NetworkLobbyPlayer `OnClientReady` works now
|
|
- Fixed: NetworkLobbyPlayer Remove button not showing for P1 when Server Only
|
|
- Fixed: NetworkLobbyManager `pendingPlayers` and `lobbySlots` lists are now public for inheritors
|
|
- Fixed: Offline scene switching now works via `StopClient()`
|
|
- Fixed: Pong example updated
|
|
- Fixed: Source Weaver was deleting PDB files, preventing breakpoints and debugging from working.
|
|
- Changed: TargetRpc NetworkConnection paramater is now optional...the calling client's NetworkConnection is default
|
|
- Changed: Movement example replaced with Tank example
|
|
- Changed: NetworkClient functions are all static now, so the singleton is gone. Use NetworkClient directly.
|
|
- Changed: SyncList now supports structs directly, making SyncListSTRUCT obsolete.
|
|
- Removed: SyncListSTRUCT - Use SyncList instead.
|
|
- Removed: NetworkClient.ShutdownAll is obsolete -- Use NetworkClient.Shutdown instead
|
|
|
|
## Version 1.6 -- 2019-Mar-14
|
|
- Fixed: Websockets transport moved to Mirror.Websocket namespace
|
|
- Fixed: NetworkAnimator bandwidth abuse
|
|
- Fixed: NetworkAnimator float sync bug
|
|
- Fixed: Persistent SceneID's for Networked objects
|
|
- Changed: Documentation for [Transports](../Transports/index.md)
|
|
- Changed: Weaver is now full source...FINALLY!
|
|
- Changed: ClientScene.AddPlayer 2nd parameter is now `byte[] extraData` instead of `MessageBase extraMessage`
|
|
|
|
- Please refer to the code sample [here](../Guides/Authentication.md) to see how to update your code.
|
|
- Changed: NetworkManager -- Headless Auto-Start moved to `Start()` from `Awake()`
|
|
- Changed: Removed Message ID's for all messages - See [Network Messages](../Guides/Communications/NetworkMessages.md) for details
|
|
|
|
- Message IDs are now generated automatically based on the message name.
|
|
|
|
|
|
- Previously you would call Send(MyMessage.MsgId, message), now you call Send(message)
|
|
- Removed: Documentation for Groove Transport - use Websockets Transport instead
|
|
|
|
## Version 1.5 -- 2019-Mar-01
|
|
- Added: **Migration Tool** to (mostly) automate conversion from UNet
|
|
- Added: Full support for WebSockets and WebSocketsSecure to replace UNet LLAPI
|
|
- Added: Transport Multiplexer - allows the use of multiple concurrent transports
|
|
- Added: NetworkLobbyManager and NetworkLobbyPlayer with example game
|
|
- Added: Configurable Server Tickrate in NetworkManager
|
|
- Added: New virtual OnClientChangeScene fires right before SceneManager.LoadSceneAsync is executed
|
|
- Added: Unit tests for Weaver
|
|
- Fixed: Garbage allocations removed from a lot of things (more work to do, we know)
|
|
- Fixed: NetworkProximityChecker now uses OverlapSphereNonAlloc and OverlapCircleNonAlloc
|
|
- Fixed: SyncVar hook not firing when clients joined
|
|
- Fixed: NetworkManager no longer assumes it's on Scene(0) in Build Settings
|
|
- Fixed: NetworkAnimator no longer lmited to 6 variables
|
|
- Fixed: TelepathyTransport delivering messages when disabled
|
|
- Changed: Minimum Unity version: **2018.3.6**
|
|
- Removed: SceneAttribute.cs (merged to CustomAttributes.cs)
|
|
- Removed: NetworkClient.allClients (Use NetworkClient.singleton instead)
|
|
- Removed: NetworkServer.hostId and NetworkConnection.hostId (holdovers from LLAPI)
|
|
- Removed: NetworkConnection.isConnected (NetworkConnection is always connected)
|
|
- Removed: Transport.GetConnectionInfo (Use ServerGetClientAddress instead)
|
|
|
|
## Version 1.4 -- 2019-Feb-01
|
|
- Added: HelpURL attirbutes to components
|
|
- Added: Automatic targetFramerate for headless builds
|
|
- Added: ByteMessage to Messages class
|
|
- Fixed: Connectiing state can be cancelled properly
|
|
- Fixed: NetworkTransformBase interpolation applied to client's own object
|
|
- Fixed: Objects are spawned with correct rotation
|
|
- Fixed: SceneId assignment
|
|
- Fixed: Changed syncInterval wasn't saved...it is now
|
|
- Fixed: Additive Scene loading
|
|
- Changed: **Mirror is now full source** -- no more DLL's
|
|
- Changed: **Transports are now components** -- TCP, UDP, WebGL, Steam
|
|
- Changed: Transport class now dispatches Unity Events
|
|
- Changed: NetworkServer.SendToClientOfPlayer uses NetworkIdentity now
|
|
- Changed: NetworkServer.SendToObservers uses NetworkIdentity parameter now
|
|
- Changed: NetworkServer.SendToReady uses NetworkIdentity now
|
|
- Changed: NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned now
|
|
- Changed: NetworkConnection.Dispose uses NetworkIdentity.spawned now
|
|
- Changed: NetworkReader.ReadTransform uses NetworkIdentity.spawned now
|
|
- Changed: NetworkTransform reimplemented -- physics removed, code simplified
|
|
- Removed: NetworkClient.hostPort (port is handled at Transport level)
|
|
- Removed: NetworkServer.FindLocalObject (Use NetworkIdentity.spawned[netId] instead)
|
|
- Removed: ClientScene.FindLocalObject (Use NetworkIdentity.spawned[netId] instead)
|