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com.unity.netcode.adapter.utp/CHANGELOG.md

Lines changed: 16 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -13,27 +13,27 @@ All notable changes to this package will be documented in this file. The format
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### Added
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- Added new 'Max Send Queue Size' configuration field in the inspector. This controls the size of the send queue that is used to accumulate small sends together and also acts as an overflow queue when there are too many in-flight packets or when other internal queues are full. (#1491)
16+
- Added new 'Max Send Queue Size' configuration field in the inspector. This controls the size of the send queue that is used to accumulate small sends together and also acts as an overflow queue when there are too many in-flight packets or when other internal queues are full. [#1491](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1491)
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### Changed
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- Updated Netcode for GameObjects dependency to 1.0.0-pre.4 (#1562)
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- Removed 'Maximum Packet Size' configuration field in the inspector. This would cause confusion since the maximum packet size is in effect always the MTU (1400 bytes on most platforms). (#1403)
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- Updated com.unity.transport to 1.0.0-pre.10 (#1501)
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- The 'Send Queue Batch Size' configuration field now controls the size of the send queue, rather than the size of a single batch of messages. Consequently, it should be set much higher than it was previously. (#1491)
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- All delivery methods now support fragmentation, meaning the 'Send Queue Batch Size' setting (which controls the maximum payload size) now applies to all delivery methods, not just reliable ones. (#1512)
20+
- Updated Netcode for GameObjects dependency to 1.0.0-pre.4 [#1562](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1562)
21+
- Removed 'Maximum Packet Size' configuration field in the inspector. This would cause confusion since the maximum packet size is in effect always the MTU (1400 bytes on most platforms). [#1403](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1403)
22+
- Updated com.unity.transport to 1.0.0-pre.10 [#1501](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1501)
23+
- The 'Send Queue Batch Size' configuration field now controls the size of the send queue, rather than the size of a single batch of messages. Consequently, it should be set much higher than it was previously. [#1491](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1491)
24+
- All delivery methods now support fragmentation, meaning the 'Send Queue Batch Size' setting (which controls the maximum payload size) now applies to all delivery methods, not just reliable ones. [#1512](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1512)
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### Fixed
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- Fixed packet overflow errors when sending payloads too close to the MTU (was mostly visible when using Relay). (#1403)
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- Don't throw an exception when the host disconnects (issue 1439 on GitHub). (#1441)
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- Avoid "too many inflight packets" errors by queueing packets in a queue when the limit of inflight packets is reached in UTP. The size of this queue can be controlled with the 'Max Send Queue Size' configuration field. (#1491)
28+
- Fixed packet overflow errors when sending payloads too close to the MTU (was mostly visible when using Relay). [#1403](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1403)
29+
- Don't throw an exception when the host disconnects (issue 1439 on GitHub). [#1441](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1441)
30+
- Avoid "too many inflight packets" errors by queueing packets in a queue when the limit of inflight packets is reached in UTP. The size of this queue can be controlled with the 'Max Send Queue Size' configuration field. [#1491](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1491)
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## [1.0.0-pre.3] - 2021-10-22
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### Added
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- Exposed `m_HeartbeatTimeoutMS`, `m_ConnectTimeoutMS`, `m_MaxConnectAttempts`, and `m_DisconnectTimeoutMS` parameters. (#1314)
36+
- Exposed `m_HeartbeatTimeoutMS`, `m_ConnectTimeoutMS`, `m_MaxConnectAttempts`, and `m_DisconnectTimeoutMS` parameters. [#1314](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1314)
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### Changed
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@@ -42,8 +42,8 @@ All notable changes to this package will be documented in this file. The format
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### Fixed
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- Fixed sends failing when send queue is filled or close to be filled. (#1317)
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- Heartbeats API not working for Unity Transport when running in the editor or development builds. (#1314)
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- Fixed sends failing when send queue is filled or close to be filled. [#1317](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1317)
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- Heartbeats API not working for Unity Transport when running in the editor or development builds. [#1314](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1314)
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## [1.0.0-pre.2] - 2021-10-19
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@@ -55,7 +55,7 @@ All notable changes to this package will be documented in this file. The format
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### Added
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- Support for Unity Relay (#887)
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- Support for Unity Relay [#887](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/887)
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- New SetConnectionData function that takes in a NetworkEndpoint
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### Changed
@@ -67,9 +67,9 @@ All notable changes to this package will be documented in this file. The format
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### Fixed
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- Fixed an issue where OnClientDisconnectCallback was not being called (#1243)
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- Flush the UnityTransport send queue on shutdown (#1234)
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- Exposed a way to set ip and port from code (#1208)
70+
- Fixed an issue where OnClientDisconnectCallback was not being called [#1243](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1243)
71+
- Flush the UnityTransport send queue on shutdown [#1234](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1234)
72+
- Exposed a way to set ip and port from code [#1208](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1208)
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- Possible Editor crash when trying to read a batched packet where the size of the packet was larger than the max packet size.
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- Removed the requirement that MaxPacketSize needs to be the same size as the batched/fragmentation buffer size.
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -9,67 +9,65 @@ Additional documentation and release notes are available at [Multiplayer Documen
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## [Unreleased]
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### Added
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- Adding `PreviousValue` in NetworkListEvent, when `Value` has changed. (#1528)
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### Removed
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- Removed `FixedQueue` (#1398)
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- Removed `StreamExtensions` (#1398)
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- Removed `TypeExtensions` (#1398)
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- Adding `PreviousValue` in NetworkListEvent, when `Value` has changed. [#1528)
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### Fixed
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- Fixed client player object being destroyed on server when the client's player object has DontDestroyWithOwner set. (#1433)
23-
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0. (#1480)
24-
- Fixed an exception being thrown during NetworkVariableDeltaMessage serialization when EnsureNetworkVariableLengthSafety is enabled (#1487)
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- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1481)
26-
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1509)
27-
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect. (#1513)
17+
- Fixed client player object being destroyed on server when the client's player object has DontDestroyWithOwner set. [#1433](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1433)
18+
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0. [#1480](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1480)
19+
- Fixed an exception being thrown during NetworkVariableDeltaMessage serialization when EnsureNetworkVariableLengthSafety is enabled [#1487](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1487)
20+
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) [#1481](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1481)
21+
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate [#1509](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1509)
22+
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect. [#1513](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1513)
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3025

31-
- ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere. (#1318)
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- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
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- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)
26+
- ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere. [#1318](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1318)
27+
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).[#1484](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1484)
28+
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. [#1484](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1484)
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## [1.0.0-pre.4] - 2021-01-04
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### Added
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- Removed FixedQueue (#1398)
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- Removed StreamExtensions (#1398)
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- Removed TypeExtensions (#1398)
35+
36+
- Removed `FixedQueue` [#1398](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1398)
37+
- Removed `StreamExtensions` [#1398](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1398)
38+
- Removed `TypeExtensions` [#1398](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1398)
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### Fixed
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- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
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- Fixed invalid IL code being generated when using this instead of this ref for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
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- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
48-
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
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- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
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- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
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- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
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- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
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- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
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- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
55-
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)
41+
42+
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition [#1354](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1354)
43+
- Fixed invalid IL code being generated when using this instead of this ref for the FastBufferReader/FastBufferWriter parameter of an extension method. [#1393](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1393)
44+
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager [#1379](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1379)
45+
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct [#1402](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1402)
46+
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. [#1385](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1385)
47+
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types [#1383](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1383)
48+
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP [#1434](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1434)
49+
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. [#1390](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1390)
50+
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. [#1500](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1500)
51+
- Fixed NetworkManager.LocalClient not being set when starting as a host. [#1511](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1511)
52+
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. [#1323](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1323)
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### Changed
58-
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
59-
- Updated com.unity.collections to 1.1.0 (#1451)
55+
56+
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) [#1384](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1384)
57+
- Updated com.unity.collections to 1.1.0 [#1451](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1451)
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## [1.0.0-pre.3] - 2021-10-22
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### Added
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- ResetTrigger function to NetworkAnimator (#1327)
63+
- ResetTrigger function to NetworkAnimator [#1327](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1327)
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### Fixed
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69-
- Overflow exception when syncing Animator state. (#1327)
70-
- Added `try`/`catch` around RPC calls, preventing exception from causing further RPC calls to fail (#1329)
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- Fixed an issue where ServerClientId and LocalClientId could have the same value, causing potential confusion, and also fixed an issue with the UNet where the server could be identified with two different values, one of which might be the same as LocalClientId, and the other of which would not.(#1368)
72-
- IL2CPP would not properly compile (#1359)
67+
- Overflow exception when syncing Animator state. [#1327](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1327)
68+
- Added `try`/`catch` around RPC calls, preventing exception from causing further RPC calls to fail [#1329](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1329)
69+
- Fixed an issue where ServerClientId and LocalClientId could have the same value, causing potential confusion, and also fixed an issue with the UNet where the server could be identified with two different values, one of which might be the same as LocalClientId, and the other of which would not.[#1368](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1368)
70+
- IL2CPP would not properly compile [#1359](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/1359)
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## [1.0.0-pre.2] - 2021-10-19
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