Mirror/doc/General/ChangeLog.md
2020-01-07 10:59:07 -05:00

16 KiB

Change Log

Version 6.7.7 - 2020-Jan-01

  • Added: Script Templates -- 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.
  • Added: Structs that inherit from IMessageBase now generate serializers
  • 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: Room example now has NetworkRoomManager in the Offline scene and correctly switches to the Room scene when server / client is started
  • Changed: NetworkManager startPositionIndex and loadingSceneAsync are now public
  • Changed: SceneMessage now has an optional customHandling flag so devs can handle their own custom scene loading, e.g. using Addressables.
  • Changed: Breaking NetworkTransform now defaults to server authority and has a Client Authority checkbox.

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
  • 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 support to authenticate clients in the Connect phase
  • Added: Profiler events. These events can be subscribed to by the Network Profiler 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
    • 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 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

  • Added: SyncHashSet

  • Added: SyncSortedSet

  • Added: SyncList and SyncDictionary support all IList and IDictionary derived types, respectively

  • Added: Documentation for SyncVars

  • Added: Documentation for SyncEvents

  • 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

  • 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 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 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)