Releases: RevenantX/LiteNetLib
Releases · RevenantX/LiteNetLib
LiteNetLib 0.9.3.1
(changes since 0.9.3)
- Fix possible infinite(or very long) loop on high-load in
PollEvents()
(changes since 0.9.2.2)
- Protocol increased to 11
- Added support of
List<T>
forNetSerializer
/NetPacketProcessor
for custom types (nested types from wiki) - Fixed unsynced connect (#369)
- Added dual mode for IPv6 (one socket used for IPv4 and IPv6 - so you get less "receive" threads, but this doesn't tested on any platforms except Win/Linux)
- Improved hole punching code
- Fixed simultaneous P2P connection (you will get disconnect from one side with
DisconnecReason.PeerToPeerConnection
) (#374, #366) - Improved Unity iOS reconnect hack (#382)
- Added fix for Nintendo Switch
- Moved contents of
NetExceptions.cs
toNetDebug.cs
soNetExceptions.cs
is deleted
LiteNetLib 0.9.3
- Protocol increased to 11
- Added support of
List<T>
forNetSerializer
/NetPacketProcessor
for custom types (nested types from wiki) - Fixed unsynced connect (#369)
- Added dual mode for IPv6 (one socket used for IPv4 and IPv6 - so you get less "receive" threads, but this doesn't tested on any platforms except Win/Linux)
- Improved hole punching code
- Fixed simultaneous P2P connection (you will get disconnect from one side with
DisconnecReason.PeerToPeerConnection
) (#374, #366) - Improved Unity iOS reconnect hack (#382)
- Added fix for Nintendo Switch
- Moved contents of
NetExceptions.cs
toNetDebug.cs
soNetExceptions.cs
is deleted
LiteNetLib 0.9.2.2
(changes since 0.9.2.1)
- Fixed timing calculations on heavy load
- Drastically improved speed of NetDataWriter/NetDataReader array methods
(changes since 0.9.2)
- Fixed unreliable channel crash
(changes since 0.8.3)
- Added multiple channels for
Reliable
andSequenced
methods (64 for each type of message) (configured byNetManager.ChannelsCount
) - Added
IPv6Enabled
,StatsEnabled
toNetManager
- to allow enable/disable this features without recompiling and defines (IPV6_ENABLED
,STATS_ENABLED
) - Added packet layers that allows encrypt data or check checksums (Crc32C SSE optimized and XOR already included)
- Added feature that allows trigger callback on reliable packets when packet delivered (#248)
- Added
RejectForce
to reject connection requests without "reliable disconnect" (very handy in DDOS case) - Fixed some disconnection cases
- Fixed
ReliableSequenced
channel SendDiscoveryRequest
renamed toSendBroadcast
- More informative DisconnectReason in
DisconnectInfo
- Improved connection logic and speed
- Better packets recycling (less pressure on GC)
- Added DocFX documentation (https://revenantx.github.io/LiteNetLib/api/index.html)
- Improved and optimized
NetSerializer
(~3x faster than previous version) - Minimum .netcore version increased to 2.1
- Fixes for recent Unity3d (2018/2019)
- Overall optimizations and stability improvements
LiteNetLib 0.9.2.1
Hotfix for https://github.com/RevenantX/LiteNetLib/releases/tag/v0.9.2
- Fix unreliable channel
LiteNetLib 0.9.2
(changes since 0.8.3)
- Added multiple channels for
Reliable
andSequenced
methods (64 for each type of message) (configured byNetManager.ChannelsCount
) - Added
IPv6Enabled
,StatsEnabled
toNetManager
- to allow enable/disable this features without recompiling and defines (IPV6_ENABLED
,STATS_ENABLED
) - Added packet layers that allows encrypt data or check checksums (Crc32C SSE optimized and XOR already included)
- Added feature that allows trigger callback on reliable packets when packet delivered (#248)
- Added
RejectForce
to reject connection requests without "reliable disconnect" (very handy in DDOS case) - Fixed some disconnection cases
- Fixed
ReliableSequenced
channel SendDiscoveryRequest
renamed toSendBroadcast
- More informative DisconnectReason in
DisconnectInfo
- Improved connection logic and speed
- Better packets recycling (less pressure on GC)
- Added DocFX documentation (https://revenantx.github.io/LiteNetLib/api/index.html)
- Improved and optimized
NetSerializer
(~3x faster than previous version) - Minimum .netcore version increased to 2.1
- Fixes for recent Unity3d (2018/2019)
- Overall optimizations and stability improvements
LiteNetLib 0.8.3
(differences from 0.7.7.3)
- Added new NetPacketProcessor for easy serializer usage
- Added reliable disconnect with user data
- Added connection requests with user data and
OnConnectionRequest
on remote side to check incoming data and decide to reject (with reason) or accept incoming peer. - Added possibility to bind to specific ip address (IPv4 and IPv6)
- Added possibility to recycle incoming data (for low GC consumption)
- Added basic time sync things to NetPeer
- Improved and enabled merging for all cases (setting removed) (it always reduces traffic)
- Improved ping logic (more accurate and stable)
- Changed logging logic
- Improved connection/disconnection logic
- Improved speed
- Updated .netcore and .netstandard requirements to 2.0
- Unity3d specific fixes
- Tons of fixes and improvements (which I just forgot)
LiteNetLib 0.8.2 beta
- Added new NetPacketProcessor for easy serializer usage
- Added reliable disconnect with user data
- Added connection requests with user data and
OnConnectionRequest
on remote side to check incoming data and decide to reject (with reason) or accept incoming peer. - Added possibility to bind to specific ip address (IPv4 and IPv6)
- Added possibility to recycle incoming data (for low GC consumption)
- Changed logging logic
- Improved connection/disconnection logic
- Improved speed
- Updated .netcore and .netstandard requirements to 2.0
- Tons of fixes and improvements (which I just forgot)
LiteNetLib 0.7.7.2
- Fixed .NET core Stop() block,
- Set disconnected state on disconnected peer
- Added max string length to NetSerializer constructor
LiteNetLib 0.7.7.1
Hotfix!
- Fixed reliable channel
- Fixed socket errors
LiteNetLib 0.7.7
- Removed unnecessary flow nodes
- Improved sending speed
- Thread safe NetPeer.Send and NetManager.PollEvents
- Packet loss statistics
- Added NetDataReader clone method.
- Optimizations