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This repository has been archived by the owner on Jul 16, 2023. It is now read-only.

Releases: MirageNet/WebsocketNG

v2.1.0

11 Nov 02:58
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2.1.0 (2020-11-11)

Features

v2.0.1

29 Oct 21:38
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2.0.1 (2020-10-29)

Bug Fixes

  • ObjectDisposedException (3dd343f)

v2.0.0

27 Oct 15:06
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2.0.0 (2020-10-27)

  • fix issue with metadata (e00816a)

BREAKING CHANGES

  • Rewritten websocket for performance and simplicity

v1.0.2

27 Oct 14:49
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1.0.2 (2020-10-27)

Bug Fixes

v1.0.1

27 Oct 14:23
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1.0.1 (2020-10-27)

Performance Improvements

  • lightweight reimplementation of websocket (#5) (0a70578)

v1.0.0

23 Aug 16:55
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1.0.0 (2020-08-23)

breaking

  • AsyncFallbackTransport -> FallbackTransport (f8f643a)
  • AsyncMultiplexTransport -> MultiplexTransport (832b7f9)
  • Rename [Command] to [ServerRpc] (#271) (fff7459)
  • rename AsyncWsTransport -> WsTransport (9c394bc)
  • Transports can now provide their Uri (#1454) (b916064), closes #38

Bug Fixes

  • (again) Telepathy updated to latest version (Send SocketExceptions now disconnect the player too) (46eddc0)
  • #1241 - Telepathy updated to latest version. All tests are passing again. Thread.Interrupt was replaced by Abort+Join. (228b32e)
  • #1278 - only call initial state SyncVar hooks on clients if the SyncVar value is different from the default one. (#1414) (a3ffd12)
  • #1359. Revert "Destroy objects owned by this connection when disconnecting (#1179)" (4cc4279)
  • #1380 - NetworkConnection.clientOwnedObjects changed from uint HashSet to NetworkIdentity HashSet for ease of use and to fix a bug where DestroyOwnedObjects wouldn't find a netId anymore in some cases. (a71ecdb)
  • #1515 - StopHost now invokes OnServerDisconnected for the host client too (#1601) (678ac68)
  • #1593 - NetworkRoomManager.ServerChangeScene doesn't destroy the world player before replacing the connection. otherwise ReplacePlayerForConnection removes authority form a destroyed object, causing all kidns of errors. The call wasn't actually needed. (#1594) (347cb53)
  • #1599 - NetworkManager HUD calls StopHost/Server/Client depending on state. It does not call StopHost in all cases. (#1600) (8c6ae0f)
  • #1659 Telepathy LateUpdate processes a limited amount of messages per tick to avoid deadlocks (#1830) (d3dccd7)
  • #573 (part 1) NetworkScenePostProcess handles NetworkIdentities of all scenes except DontDestroyOnLoad. this way it works for additively loaded scenes too. (c1af84e)
  • #573 (part 2) NetworkManager detects additive scene loads and respawns objects on server/client again (e521a20)
  • #573 NullReferenceException because destroyed NetworkIdentities were never removed from sceneIds dict (a2d6317)
  • #609 by spawning observers in NetworkServer.AddPlayerForConnection after setting the controller. There is no point in trying to spawn with a null controller in SetReady, because by definition no one can observer something that is null. (#623) (5c00577)
  • #640 InternalReplacePlayerForConnection calls SpawnObserversForConnection now too (bdf12c8)
  • #651 GetSceneAt assumes default scene (#654) (65eaba1)
  • #652 OnPostProcessScene includes disabled NetworkIdentities in scene (ee2ace8)
  • #679 package for unity (4a6a4df)
  • #679 unity package (9895647)
  • #692 by always adding connectionToClient when rebuilding observers (ab44ac8)
  • #718 remove Tests folder from unitypackage (#827) (7e487af)
  • #723 - NetworkTransform teleport works properly now (fd7dc5e)
  • #791 corrected assembly paths passed to weaver (#803) (3ba546e)
  • #791 stack overflow in the weaver (#792) (7b57830)
  • #840 by allowing Mirror to respect the forceHidden flag (#893) (3ec3d02)
  • add Changelog metadata fix #31 (c67de22)
  • add client only test for FinishLoadScene (#262) (50e7fa6)
  • Add missing channelId to NetworkConnectionToClient.Send calls (#1509) (b8bcd9a)
  • add tests for NetworkTransform and NetworkRigidbody (#273) (e9621dd)
  • Add the transport first so NetworkManager doesn't add Telepathy in OnValidate (bdec276)
  • Added ClientOnly check (fb927f8)
  • Added LogFilter.Debug check in a few places (#1575) (3156504)
  • added new read/write symbol params (#806) (3a50ca6)
  • Added WriteBytesAndSize tests, and fixed the function to be pedantic. (#773) ([72e4e55](https://github.com/MirrorNG/Mirror...
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1.0.0-master

16 Jul 00:56
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1.0.0 (2020-07-16)

breaking

  • AsyncFallbackTransport -> FallbackTransport (f8f643a)
  • AsyncMultiplexTransport -> MultiplexTransport (832b7f9)
  • Rename [Command] to [ServerRpc] (#271) (fff7459)
  • rename AsyncWsTransport -> WsTransport (9c394bc)
  • Transports can now provide their Uri (#1454) (b916064), closes #38

Bug Fixes

  • (again) Telepathy updated to latest version (Send SocketExceptions now disconnect the player too) (46eddc0)
  • #1241 - Telepathy updated to latest version. All tests are passing again. Thread.Interrupt was replaced by Abort+Join. (228b32e)
  • #1278 - only call initial state SyncVar hooks on clients if the SyncVar value is different from the default one. (#1414) (a3ffd12)
  • #1359. Revert "Destroy objects owned by this connection when disconnecting (#1179)" (4cc4279)
  • #1380 - NetworkConnection.clientOwnedObjects changed from uint HashSet to NetworkIdentity HashSet for ease of use and to fix a bug where DestroyOwnedObjects wouldn't find a netId anymore in some cases. (a71ecdb)
  • #1515 - StopHost now invokes OnServerDisconnected for the host client too (#1601) (678ac68)
  • #1593 - NetworkRoomManager.ServerChangeScene doesn't destroy the world player before replacing the connection. otherwise ReplacePlayerForConnection removes authority form a destroyed object, causing all kidns of errors. The call wasn't actually needed. (#1594) (347cb53)
  • #1599 - NetworkManager HUD calls StopHost/Server/Client depending on state. It does not call StopHost in all cases. (#1600) (8c6ae0f)
  • #1659 Telepathy LateUpdate processes a limited amount of messages per tick to avoid deadlocks (#1830) (d3dccd7)
  • #573 (part 1) NetworkScenePostProcess handles NetworkIdentities of all scenes except DontDestroyOnLoad. this way it works for additively loaded scenes too. (c1af84e)
  • #573 (part 2) NetworkManager detects additive scene loads and respawns objects on server/client again (e521a20)
  • #573 NullReferenceException because destroyed NetworkIdentities were never removed from sceneIds dict (a2d6317)
  • #609 by spawning observers in NetworkServer.AddPlayerForConnection after setting the controller. There is no point in trying to spawn with a null controller in SetReady, because by definition no one can observer something that is null. (#623) (5c00577)
  • #640 InternalReplacePlayerForConnection calls SpawnObserversForConnection now too (bdf12c8)
  • #651 GetSceneAt assumes default scene (#654) (65eaba1)
  • #652 OnPostProcessScene includes disabled NetworkIdentities in scene (ee2ace8)
  • #679 package for unity (4a6a4df)
  • #679 unity package (9895647)
  • #692 by always adding connectionToClient when rebuilding observers (ab44ac8)
  • #718 remove Tests folder from unitypackage (#827) (7e487af)
  • #723 - NetworkTransform teleport works properly now (fd7dc5e)
  • #791 corrected assembly paths passed to weaver (#803) (3ba546e)
  • #791 stack overflow in the weaver (#792) (7b57830)
  • #840 by allowing Mirror to respect the forceHidden flag (#893) (3ec3d02)
  • add Changelog metadata fix #31 (c67de22)
  • add client only test for FinishLoadScene (#262) (50e7fa6)
  • Add missing channelId to NetworkConnectionToClient.Send calls (#1509) (b8bcd9a)
  • add tests for NetworkTransform and NetworkRigidbody (#273) (e9621dd)
  • Add the transport first so NetworkManager doesn't add Telepathy in OnValidate (bdec276)
  • Added ClientOnly check (fb927f8)
  • Added LogFilter.Debug check in a few places (#1575) (3156504)
  • added new read/write symbol params (#806) (3a50ca6)
  • Added WriteBytesAndSize tests, and fixed the function to be pedantic. (#773) ([72e4e55](https://github.com/MirrorNG/Mirror...
Read more