Releases: ooonush/FishyUnityTransport
Releases · ooonush/FishyUnityTransport
1.2.0
What's Changed
- Fixes for FishNet 4.5.0 by @AustinEast in #24
- Added support for domains as connection address
- Improved docs
Full Changelog: 1.1.2...1.2.0
1.1.2
What's Changed
- Fixed large allocation when sending/receiving from client host
- Improvements and bugfixes
Full Changelog: 1.1.0...1.1.2
1.1.0
What's Changed
- Improved Unity Relay support documentation.
- Improved support for UnityTransport V2.
- Added Relay failure handling.
- Fixed "Connection ID is invalid" error after reconnection. Improved check for maximum clients.
- Fixed client does not reset when disconnected by server request.
Full Changelog: 1.0.1...1.1.0
1.0.1
1.0.0
1.0.0
- Fixed ConnectionId not found on OnRemoteConnectionState event during connection is Stopped.
- Fixed driver initialization error when UseEncryption is true.
- Improved logging.
1.0.0-pre.7
- Fixed compilation error in UnityTransport V2 @Charley3d in #18.
1.0.0-pre.6
- Fixed clients not disconnecting when the server is stopped.
1.0.0-pre.5
- Got rid of the partial FishyUnityTransport class because after updates the object reference could be reset.
- Fixed client disconnection on when sending a large payload #16.
1.0.0-pre.4
- Fixed GetConnectionAddress KeyNotFound Exception in client #17.
1.0.0-pre.3
- Fixed incorrect MTU retrieval using GetMTU() method.
1.0.0-pre.2
- Full Changelog: 1.0.0-pre.1...1.0.0-pre.2
1.0.0-pre.1
- Improved stability.
- Improved hosting support.
0.4.0
0.3.0
Don't forget that the transport is still in preview state, so it may not be stable. Please report any bugs to me.
In version 0.3.0
- Stability Improvements and fix bugs related to connection state changes #13
- Improved support for UnityTransport 2.0 with versionDefines in Assembly Definition #13
- Fix the multiple client failure by in #12
In version 0.2.0
This version adds support for UnityTransport 2.0.
New FishyUnityTransport configuration have been added:
- DebugSimulator (UnityTransport 1.0 only) - Can be used to simulate poor network conditions.
- UseWebSockets (UnityTransport 2.0 only) - Per default the client/server will communicate over UDP. Set to true to communicate with WebSocket.
- UseEncryption (UnityTransport 2.0 only) - Per default the client/server communication will not be encrypted. Select true to enable DTLS for UDP and TLS for Websocket.
- ConnectTimeoutMS - Timeout in milliseconds indicating how long we will wait until we send a new connection attempt.
- MaxPacketQueueSize - The maximum size in bytes of the transport send queue.
- MaxSendQueueSize - The maximum amount of packets that can be in the internal send/receive queues
- MaxConnectAttempts - The maximum amount of connection attempts we will try before disconnecting
- DisconnectTimeoutMS - Inactivity timeout after which a connection will be disconnected.
- Many overloads for methods SetRelayServerData() and SetConnectionData().
Breaks:
- FishyUnityTransport.UseRelay replaced by FishyUnityTransport.Protocol
- FishyUnityTransport.RelayServerData setter removed. Use FishyUnityTransport.SetRelayServerData() methods
0.2.1
Don't forget that the transport is still in preview state, so it may not be stable. Please report any bugs to me.
In version 0.2.1
- Fix the multiple client failure by in #12
In version 0.2.0
This version adds support for UnityTransport 2.0.
New FishyUnityTransport configuration have been added:
- DebugSimulator (UnityTransport 1.0 only) - Can be used to simulate poor network conditions.
- UseWebSockets (UnityTransport 2.0 only) - Per default the client/server will communicate over UDP. Set to true to communicate with WebSocket.
- UseEncryption (UnityTransport 2.0 only) - Per default the client/server communication will not be encrypted. Select true to enable DTLS for UDP and TLS for Websocket.
- ConnectTimeoutMS - Timeout in milliseconds indicating how long we will wait until we send a new connection attempt.
- MaxPacketQueueSize - The maximum size in bytes of the transport send queue.
- MaxSendQueueSize - The maximum amount of packets that can be in the internal send/receive queues
- MaxConnectAttempts - The maximum amount of connection attempts we will try before disconnecting
- DisconnectTimeoutMS - Inactivity timeout after which a connection will be disconnected.
- Many overloads for methods SetRelayServerData() and SetConnectionData().
Breaks:
- FishyUnityTransport.UseRelay replaced by FishyUnityTransport.Protocol
- FishyUnityTransport.RelayServerData setter removed. Use FishyUnityTransport.SetRelayServerData() methods