15 KiB
Change Log
Version 7.x.x - In progress
- Added: Script Templates -- See the new Mirror section in the Assets > Create menu.
- Added: Full Text Search added to docs
- Added: Transports can now support using a URI for connection including port
- Fixed: Components now appear in docs under API Reference
- Fixed: Delayed disconnect in Basic Authenticator
- Changed: NetworkManager startPositionIndex is now public
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
toidentity
... 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 fromIsHeadless()
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...usesGetActiveScene
now -
Fixed: NetworkServer
Shutdown
now resetsnetId
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
andlobbySlots
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 ofMessageBase extraMessage
- Please refer to the code sample here to see how to update your code.
-
Changed: NetworkManager -- Headless Auto-Start moved to
Start()
fromAwake()
-
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)