This repository has been archived by the owner on Jul 16, 2023. It is now read-only.
Releases: MirageNet/WebsocketNG
Releases · MirageNet/WebsocketNG
v2.1.0
v2.0.1
v2.0.0
v1.0.2
v1.0.1
v1.0.0
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...
1.0.0-master
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...