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