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			94 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
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			94 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| V1.12 [2021-07-16]
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| - where-allocation removed. will be optional in the future.
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| - Tests: don't depend on Unity anymore
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| - fix: #26 - Kcp now catches exception if host couldn't be resolved, and calls
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|   OnDisconnected to let the user now.
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| - fix: KcpServer.DualMode is now configurable in the constructor instead of
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|   using #if UNITY_SWITCH. makes it run on all other non dual mode platforms too.
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| 
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| V1.11 rollback [2021-06-01]
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| - perf: Segment MemoryStream initial capacity set to MTU to avoid early runtime
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|   resizing/allocations
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| 
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| V1.10 [2021-05-28]
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| - feature: configurable Timeout
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| - allocations explained with comments (C# ReceiveFrom / IPEndPoint.GetHashCode)
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| - fix: #17 KcpConnection.ReceiveNextReliable now assigns message default so it
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|   works in .net too
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| - fix: Segment pool is not static anymore. Each kcp instance now has it's own
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|   Pool<Segment>. fixes #18 concurrency issues
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| 
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| V1.9 [2021-03-02]
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| - Tick() split into TickIncoming()/TickOutgoing() to use in Mirror's new update
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|   functions. allows to minimize latency.
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|   => original Tick() is still supported for convenience. simply processes both!
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| 
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| V1.8 [2021-02-14]
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| - fix: Unity IPv6 errors on Nintendo Switch
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| - fix: KcpConnection now disconnects if data message was received without content.
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|   previously it would call OnData with an empty ArraySegment, causing all kinds of
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|   weird behaviour in Mirror/DOTSNET. Added tests too.
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| - fix: KcpConnection.SendData: don't allow sending empty messages anymore. disconnect
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|   and log a warning to make it completely obvious.
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| 
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| V1.7 [2021-01-13]
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| - fix: unreliable messages reset timeout now too
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| - perf: KcpConnection OnCheckEnabled callback changed to a simple 'paused' boolean.
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|   This is faster than invoking a Func<bool> every time and allows us to fix #8 more
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|   easily later by calling .Pause/.Unpause from OnEnable/OnDisable in MirrorTransport.
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| - fix #8: Unpause now resets timeout to fix a bug where Mirror would pause kcp,
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|   change the scene which took >10s, then unpause and kcp would detect the lack of
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|   any messages for >10s as timeout. Added test to make sure it never happens again.
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| - MirrorTransport: statistics logging for headless servers
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| - Mirror Transport: Send/Receive window size increased once more from 2048 to 4096.
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| 
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| V1.6 [2021-01-10]
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| - Unreliable channel added!
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| - perf: KcpHeader byte added to every kcp message to indicate
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|   Handshake/Data/Ping/Disconnect instead of scanning each message for Hello/Byte/Ping
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|   content via SegmentEquals. It's a lot cleaner, should be faster and should avoid
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|   edge cases where a message content would equal Hello/Ping/Bye sequence accidentally.
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| - Kcp.Input: offset moved to parameters for cases where it's needed
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| - Kcp.SetMtu from original Kcp.c
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| 
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| V1.5 [2021-01-07]
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| - KcpConnection.MaxSend/ReceiveRate calculation based on the article
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| - MirrorTransport: large send/recv window size defaults to avoid high latencies caused
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|   by packets not being processed fast enough
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| - MirrorTransport: show MaxSend/ReceiveRate in debug gui
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| - MirrorTransport: don't Log.Info to console in headless mode if debug log is disabled
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| 
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| V1.4 [2020-11-27]
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| - fix: OnCheckEnabled added. KcpConnection message processing while loop can now
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|   be interrupted immediately. fixes Mirror Transport scene changes which need to stop
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|   processing any messages immediately after a scene message)
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| - perf: Mirror KcpTransport: FastResend enabled by default. turbo mode according to:
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|   https://github.com/skywind3000/kcp/blob/master/README.en.md#protocol-configuration
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| - perf: Mirror KcpTransport: CongestionControl disabled by default (turbo mode)
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| 
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| V1.3 [2020-11-17]
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| - Log.Info/Warning/Error so logging doesn't depend on UnityEngine anymore
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| - fix: Server.Tick catches SocketException which happens if Android client is killed
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| - MirrorTransport: debugLog option added that can be checked in Unity Inspector
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| - Utils.Clamp so Kcp.cs doesn't depend on UnityEngine
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| - Utils.SegmentsEqual: use Linq SequenceEqual so it doesn't depend on UnityEngine
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| => kcp2k can now be used in any C# project even without Unity
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| 
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| V1.2 [2020-11-10]
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| - more tests added
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| - fix: raw receive buffers are now all of MTU size
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| - fix: raw receive detects error where buffer was too small for msgLength and
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|   result in excess data being dropped silently
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| - KcpConnection.MaxMessageSize added for use in high level
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| - KcpConnection.MaxMessageSize increased from 1200 bytes to to maximum allowed
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|   message size of 145KB for kcp (based on mtu, overhead, wnd_rcv)
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| 
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| V1.1 [2020-10-30]
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| - high level cleanup, fixes, improvements
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| 
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| V1.0 [2020-10-22]
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| - Kcp.cs now mirrors original Kcp.c behaviour
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|   (this fixes dozens of bugs)
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| 
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| V0.1
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| - initial kcp-csharp based version | 
