MultiNetworkDriver
can then be used for client drivers too. The restriction on it accepting only listening drivers has been lifted, and it now offers a newConnect
method to connect client drivers. This makes it easier to write networking code that can be shared between server and client.- Added a new
ReliableUtility.SetMaximumResendTime
static method, allowing to modify the maximum resend time of the reliable pipeline at runtime (there's already a similar method for the minimum resend time). Increasing this value can improve bandwidth usage for poor connections (RTT greater than 200ms). - Added the possibility of setting the minimum and maximum resend times of the reliable pipeline through
NetworkSettings
(withWithReliableStageParameters
).
NetworkEndpoint.TryParse
will now return false and log an error when attempting to parse an IPv6 address on platforms where IPv6 is not supported. The previous behavior was to throw an exception, but only in the editor. On the devices themselves, the address would be successfully parsed silently, which would lead to confusing socket errors down the line.- The
SimulatorUtility.Context
structure has been made internal. It contained only implementation details, or values that appeared useful but were actually either misleading or broken. - The
RelayMessageType
enum has been made internal. The only purpose of this type was to list the different messages of the Relay protocol, which is an implementation detail that should not be relevant to users.
- Fixed an issue where calling
ScheduleFlushSend
before the socket was bound would still result in socket system calls being made, resulting in errors being logged. - No warning will be printed when attempting to send on a WebSocket connection that has been closed by the remote peer (would only happen if calling
ScheduleFlushSend
).
- Added a new
MultiNetworkDriver
API to make it easier to handle multipleNetworkDriver
instances at the same time for cross-play scenarios. Refer to the "cross-play support" section of the documentation for more details on this feature. This new API is also showcased in a new "CrossPlay" package sample.
- Update Burst dependency to 1.8.3.
- The
QueuedSendMessage
structure was removed as it didn't serve any purpose anymore. - The
dependency
argument ofNetworkDriver.ScheduleFlushSend
is now optional. SequenceHelpers
,RandomHelpers
, and the extensions inNativeListExt
andFixedStringExt
have all been made internal. These are all internal helper classes that shouldn't have been part of the public API in the first place.- Many APIs and types inside
ReliableUtility
have been made internal (among them all APIs and types dealing with send/receive contexts and packet information and timers). The information they contain was meant purely for internal consumption in the first place. The statistics and RTT information inside the shared context remains public. - Removed
errorCode
fromReliableUtility.SharedContext
. Any useful information it can provide is already returned by higher-level APIs likeNetworkDriver.EndSend
. - Default send and receive queue sizes are now set to 512 packets (previous value was 64). The queue sizes are modifiable with
NetworkSettings.WithNetworkConfigParameters
.
- Fixed a possible exception in
IPCNetworkInterface
if it was fed an unknown endpoint. - Fixed
NetworkDriver.GetLocalEndpoint
when usingWebSocketNetworkInterface
(note that on web browsers this will now print a warning since local endpoints are not available on WebGL).
- Added a
NetworkConnection.ToFixedString
method to allow logging network connections from Burst.
- Revert to Collections 2.1.0-pre.6 as pre.7 is not promoted yet.
- Update Burst dependency to 1.8.2.
- Update Collections dependency to 2.1.0-pre.7.
- The
InternalId
andVersion
properties ofNetworkConnection
are now internal. These referred to internal values and using them directly was error-prone since values could be reused across connections. To compare connections reliably, compare theNetworkConnection
objects directly (they implement all the relevant operators and interfaces). - Replace
NetworkDriverIdentifierParameter
(andWithNetworkDriverIdentifierParameters
) with a more generalLoggingParameter
(andWithLoggingParameters
). Note that currently these parameters don't affect anything, and are there for future use only.
- It is now possible to set a window size of up to 64 for
ReliableSequencedPipelineStage
(useNetworkSettings.WithReliableStageParameters
to modify the value). Doing so increases the packet header size by 4 bytes though, so the default value remains at 32. - The Soaker and Pipeline samples were removed in an effort to streamline the samples offered with the package.
- Fixed an issue where following an IP address change, the connection to the Relay server would not be re-established properly because of a malformed bind message.
- Fixed an issue where connecting to a Relay server on WebGL builds would fail with a
SocketException
. - Fixed an issue where an
InvalidOperationException
would be thrown when hosting on WebGL even if using Relay (the exception should only be thrown when not using Relay).
- The return code of
NetworkDriver.Bind
andNetworkDriver.Listen
is now a proper value from theError.StatusCode
enum, instead of a seemingly random negative value. - If the connection to the Relay server fails (e.g. the DTLS handshake fails), then the connection status returned by
NetworkDriver.GetRelayConnectionStatus
will now beAllocationInvalid
. It used to remainNotEstablished
which would leave no way for a user to determine that the connection had failed. - Status codes
NetworkHeaderInvalid
andNetworkArgumentMismatch
are now marked as obsolete. Nothing in the API returns these status codes anymore.
- Fixed
IndexOutOfRangeException
when connecting a driver configured with IPC interface and Relay. This case is not valid and now fails with aInvalidOperationException
when the driver is created. - Fixed a crash on Android when using the Mono backend.
- Support for the
com.unity.logging
package has been added. If the package is installed, logs will go through its default logger instead of the classicUnityEngine.Debug
mechanism. - A new
FixedPEMString
type is introduced to store certificates and private keys in the PEM format.WithSecureClientParameters
andWithSecureServerParameters
fromNetworkSettings
now accept certificates and private keys in this format instead ofFixedString4096Bytes
. It is still recommended to use thestring
-based versions, however.
- It is not necessary anymore to configure the hostname with
NetworkSettings.WithSecureClientParameters
when using secure WebSockets connections to the Relay server. - Fields have been renamed in the
SecureNetworkProtocolParameter
structure:Pem
is nowCACertificate
,Rsa
is nowCertificate
, andRsaKey
is nowPrivateKey
. Note that directly using this structure is not recommended.WithSecureClientParameters
andWithSecureServerParameters
fromNetworkSettings
are the preferred ways of configuring encryption parameters. - The
SecureNetworkProtocolParameter
structure now stores certificates and private keys asFixedPEMString
instead ofFixedString4096Bytes
, which allows for certificates larger than 4KB. NetworkSettings.WithSimulatorStageParameters
now provides default values for parametersmaxPacketSize
andapplyMode
. The defaults are respectively the MTU size, and to apply the simulator in both directions (send/receive).
- Fixed Websockets sending ping messages when the
HeartbeatsTimeout
parameter is disabled (set to0
). - Fixed an issue with secure WebSockets where a connection would fail to be established if the end of the TLS handshake and beginning of the WebSocket handshake arrived in the same message.
- It is now possible to pass certificates larger than 4KB to
WithSecureClientParameters
andWithSecureServerParameters
fromNetworkSettings
. - Fixed an issue where if one end of a reliable pipeline stopped sending any traffic and its latest ACK message was lost, then the other end would stall.
- It is now possible to obtain
RelayAllocationId
,RelayConnectionData
, andRelayHMACKey
structures from byte arrays using their staticFromByteArray
method. - A new constructor for
RelayServerData
is now provided with argument types that better match those available in the models returned by the Relay SDK. The "RelayPing" sample has been updated to use this constructor. - New constructors for
RelayServerData
are now provided with argument types that better match those available in the models returned by the Relay SDK. The "RelayPing" sample has been updated to use them constructor. NetworkSettings
now has aIsCreated
property which can be used to check if it's been disposed of or not.
- Reverted the fix for the
SimulatorPipelineStage
always using the same random seed, reverting its behavior to always be deterministic. If non-determinism is desired, use a dynamic random seed (e.g.Stopwatch.GetTimestamp
). - The default network interface (
UDPNetworkInterface
) does not enable address reuse anymore. This meansNetworkDriver.Bind
will now always fail if something else is listening on the same port, even if that something else is bound to a wildcard address and we are trying to bind to a specific one. - Added:
NetworkDriverIdentifierParameter
struct andNetworkSettings.WithDriverIdentifierParameters()
method that can be use to identify the NetworkDriver instances with a custom label. Currently this method serves no purpose, but might be used in future releases to make debugging easier. - The
InitialEventQueueSize
,InvalidConnectionId
, andDriverDataStreamSize
fields were removed fromNetworkParameterConstants
. They all served no purpose anymore. - If using Relay, it is now possible to call
Connect
without an endpoint (the endpoint would be ignored anyway). This extension toNetworkDriver
is provided in theUnity.Networking.Transport.Relay
namespace. - The
RelayServerData.HMAC
field is now internal. There was no use to this being available publicly. - The deprecated constructor for
RelayServerData
that was taking strings for the allocation ID, connection data, and key has been completely removed. - The deprecated
RelayServerData.ComputeNewNonce
method has also been removed. One can provide a custom nonce using the "low level" constructor ofRelayServerData
. Other constructors will select a new one automatically.
- Fixed an issue where a duplicated reliable packet wouldn't be processed correctly, which could possibly lead to the entire reliable pipeline stage stalling (not being able to send new packets).
- Fixed an issue where a warning about having too many pipeline updates would be spammed after a connection was closed.
- Fixed an issue where pipeline updates would be run too many times, which would waste CPU and could lead to the warning about having too many pipeline updates being erroneously logged.
- Fixed issues with
ReliableSequencePipelineStage
that would, in rare circumstances, lead to failure to deliver a reliable packet. - Fixed an issue where sending maximally-sized packets to the Relay when using DTLS would fail with an error about failing to encrypt the packet.
- Fixed an issue when using secure WebSockets where the stream would become corrupted, resulting in failure to decrypt packets (and eventually potentially a crash of the server).
- Fixed changelog.
- Preliminary WebSocket support. To have a
NetworkDriver
use WebSockets, create it with the appropriate network interface (e.g.NetworkDriver.Create(new WebSocketNetworkInterface())
). To enable TLS support, create the driver withNetworkSettings
configured withWithSecureClientParameters
/WithSecureServerParameters
(on the client, only the hostname needs to be provided). NetworkSettings.WithSecureClientParameters
andNetworkSettings.WithSecureServerParameters
now have versions where the certificates and hostnames are provided as normal strings, instead of fixed strings.
Protocol
field was removed from theSecureNetworkProtocolParameter
structure. The protocol is now determined automatically from the network interface being used.- Updated to Collections 2.1.0-exp.1
FragmentationPipelineStage.FragContext
was made internal as it is an internal implementation detail that serves no purpose being exposed publicly.- Multiple APIs were removed or made internal in
ReliableUtility
(more than is practical to list here). These were all internal implementation details that served no purpose being exposed publicly. The only remaining public APIs inReliableUtility
are those used to gather statistics from a reliable pipeline (as demonstrated in the Soaker sample). - All APIs except
Parameters
andContext
inSimulatorUtility
were made internal as they are implementation details that serve no purpose being exposed publicly. - It is no longer possible to configure the read timeout in the secure parameters as values other than the default (0) were never properly supported.
- It is no longer possible to configure the handshake minimum/maximum timeouts in the secure parameters. These values are now derived from the
connectTimeoutMS
andmaxConnectAttempts
values configured withNetworkSettings.WithNetworkConfigParameters
. - Hostnames in secure parameters are now
FixedString512Bytes
instead ofFixedString32Bytes
, allowing any possibly hostname to be used instead of only short ones. NetworkSendQueueHandle
was removed. It was not used for anything anymore (previously it was used for custom implementations ofINetworkInterface
).NetworkInterfaceSendHandle
andSendHandleFlags
were made internal. With the removal ofNetworkSendInterface
, these served no purpose anymore.INetworkInterface.Initialize
now receives aref packetPadding
parameter that can be increased to reserve space for headers.BaselibNetworkInterface
was renamed toUDPNetworkInterface
.
- Fixed an issue where when sending data on a connection and closing that connection in the same update, the data message would not be sent properly.
- Fixed a stack overflow exception when send/receive queue capacity was set very high (>10,000).
- Fixed an issue where
SimulatorPipelineStage
would always use the same seed for its random number generator.
- A new global network simulator has been added, configurable through
NetworkSettings.WithNetworkSimulatorParameters
(settings can be modified at runtime withNetworkDriver.ModifyNetworkSimulatorParameters
). UnlikeSimulatorPipelineStage
, it applies its parameters to all traffic (including control messages). Note that it is currently much less featureful thanSimulatorPipelineStage
(only supports dropping packets for now), so we still recommend using the latter for all network simulation. - Added a new
NetworkDriver.ModifySimulatorStageParameters
API to modify the parameters of theSimulatorPipelineStage
at runtime. NetworkDriver
now exposes theNetworkSettings
currently in use through theCurrentSettings
property. These settings are read-only.- To implement the above functionality,
NetworkSettings
now provides aAsReadOnly
method that returns a read-only copy of the settings.
- Updated to Burst 1.7.3.
- Changed: A call to
NetworkDriver.Disconnect
now requires a subsequent call toNetworkDriver.Update
for the disconnect packet to be effectively sent (PreviouslyNetworkDriver.FlushSend
was enough). - Changed: The protocol used to establish connections now supports protocol versioning. This should help maintain compatibility for future releases, but unfortunately it's now incompatible with the protocol used in version 1.X.
- For
NetworkDriver.FlushSend
calls that follows a call toNetworkDriver.Disconnect
, change it toNetworkDriver.Update
. - The communication protocol used to establish connections has had a breaking change and is now incompatible with Unity Transport 1.X. Clients and servers will need to be updated at the same time to maintain compatibility.
- Added a new version of
NetworkDriver.CreatePipeline
that takes aNativeArray
ofNetworkPipelineStageId
as an argument. The old version taking an array ofType
objects is still fully supported.
- Removed:
NetworkSettings.WithDataStreamParameters
has been deleted. The data stream size (the only parameter this API controlled) is now always dynamically-sized to avoid out-of-memory errors. - Removed:
NetworkSettings.WithPipelineParameters
has been deleted. Initial sizing of the pipeline buffers is now handled internally. - Removed:
NetworkPipelineStageCollection
has been deleted. See upgrade guide below for details of how to replace its usages. - Updated to Collections 2.0.0-pre.32.
- Updated to Burst 1.7.2.
- Removed:
NetworkDriver.LastUpdateTime
has been deleted. This value was an internal detail not meant to be consumed by users, and its time reference couldn't be reliably related to typical C# timestamps.
- Removed an error log when receiving messages on a closed DTLS connection (this scenario is common if there were in-flight messages at the moment of disconnection).
BeginSend
would not return an error if called on a closed connection before the nextScheduleUpdate
call.- Fix broken link in package documentation.
- On iOS, recreate the socket used for communications when coming back from app suspension. This solves an issue where communications would fail after the app was in the background for a few seconds and iOS decided to reclaim its resources.
- Registering custom pipeline stages is now done on a per-
NetworkDriver
basis rather than globally throughNetworkPipelineStageCollection
. Concretely, that means replacing calls toNetworkPipelineStageCollection.RegisterPipelineStage
with calls toNetworkDriver.RegisterPipelineStage
for each instance ofNetworkDriver
that will make use of the custom pipeline stage. NetworkPipelineStageId
is now obtained through the staticNetworkPipelineStageId.Get
method, rather than withNetworkPipelineStageCollection.GetStageId
. Updating only requires replacing calls likeNetworkPipelineStageCollection.GetStageId(typeof(Foo))
withNetworkPipelineStageId.Get<Foo>()
.NetworkDriver.LocalEndPoint
andNetworkDriver.RemoteEndPoint
were renamed toNetworkDriver.GetLocalEndpoint
andNetworkDriver.RemoteEndpoint
, respectively. This should be updated automatically.INetworkInterface.LocalEndPoint
has been renamed toINetworkInterface.LocalEndpoint
for consistency with other usages of the term in the API. Since this is an interface property, it must be manually updated (see upgrade guide below).- Custom implementations of
INetworkInterface
must now implement theLocalEndpoint
property instead ofLocalEndPoint
. This is purely a change in naming, the behavior should remain the same as before.
- Added automatic device reconnection (enabled by default). This feature will attempt to re-establish the connection after some inactivity. This feature is intended to handle IP address changes on mobile devices. The inactivity timeout can be controlled by the new parameter
reconnectionTimeoutMS
inNetworkConfigParameter
. Setting it to 0 disabled the feature. - When using the Relay protocol, error messages sent by the Relay server are now properly captured and logged.
PacketsQueue
andPacketProcessor
APIs were added for sending and operating over packets in theINetworkInterface
.- A
GetRelayConnectionStatus
method has been added toNetworkDriver
to query the status of the connection to the Relay server.
- Updated to Collections 2.0.0-pre.15
- Updated to Burst 1.7.1.
- Updated to Mathematics 1.2.6.
- Minimal Unity Editor version supported is now 2022.2.0a11.
- Added
NetworkSettings
struct and API for defining network parameters. - Added
reconnectionTimeoutMS
inNetworkConfigParameter
to support device reconnection (see above). - Creating a pipeline with
FragmentationPipelineStage
afterReliableSequencedPipelineStage
is now forbidden (will throw an exception if collections checks are enabled). That order never worked properly to begin with. The reverse order is fully supported and is the recommended way to configure a reliable pipeline with support for large packets. - If collections checks are enabled, trying to create an IPv6
NetworkEndPoint
will now throw an exception on consoles that don't support IPv6 (PS4, PS5, Switch). - Documentation has been moved to the offical multiplayer documentation site.
- The
INetworkInterface.ScheduleSend()
method signature was modified to receive aSendJobArguments
struct instead of aNativeQueue
. APacketsQueue
parameter is passed in this new struct. sendQueueCapacity
andreceiveQueueCapacity
parameters moved fromBaselibNetworkParameter
toNetworkConfigParameter
.- Removed:
BaselibNetworkParameter.maximumPayloadSize
is not needed anymore as it is handled internally. - Removed:
INetworkInterface.CreateSendInterface
is not needed anymore, the send queue is managed internally by theNetworkDriver
. Operations from theINetworkInterface
must be done through theScheduleSend
andScheduleReceive
methods. This removes the need of function pointers which where casing GC allocations onBeginSend
,EndSend
andAbortSend
when burst is not enabled. - Added:
SendJobArguments
andReceiveJobArguments
structs to pass arguments to the send and receive jobs of theINetworkInterface
. - Obsolete:
NetworkDriver
constructor is now obsolete, instead useNetworkDriver.Create
methods. This improves burst compatibility as generic methods allows to know the INeworkInterface type at compilation time. - Obsolete:
NetworkPacketReceiver
is now deprecated. Use theReceiveJobArguments.ReceiveQueue
andPacketProcessor
instead. NetworkDriver.LastUpdateTime
is now consistent across different copies of a driver. It is now also set by the job scheduled withScheduleUpdate
, so any job scheduled before it will not see the updated value. This also means the value will not be updated right afterScheduleUpdate
returns (only once its jobs completes).- An error is now logged if failing to decrypt a DTLS message when using Relay.
- Decreased default Relay keep-alive period to 3 seconds (was 9 seconds). The value can still be configured through the
relayConnectionTimeMS
parameter ofNetworkSettings.WithRelayParameters
. NetworkDriver
now requires that theINetworkInterface
provided is an unmanaged type. ManagedINetworkInterfaces
are still supported but are required to be wrapped into an unmanaged type:myInterface.WrapToUnmanaged()
.- Instantiating a
NetworkDriver
is now only supported through theNetworkDriver.Create
methods. - Don't warn when overwriting settings in
NetworkSettings
(e.g. when calling the sameWithFooParameters
method twice). - Added new methods to set security parameters:
NetworkSettings.WithSecureClientParameters
andNetworkSettings.WithSecureServerParameters
. These replace the existingWithSecureParameters
. NetworkInterfaceEndPoint
usage replaced withNetworkEndPoint
.- Removed:
INetworkInterface.CreateInterfaceEndPoint
andINetworkInterface.GetGenericEndPoint
removed as interfaces use nowNetworkEndPoint
. - Renamed
NetworkEndPoint
toNetworkEndpoint
. This should be automatically updated.
- Fixed: Error message when scheduling an update on an unbound
NetworkDriver
(case 1370584) - Fixed: Removed boxing in
NetworkDriver
initialization by passingNetworkSettings
parameter instead ofINetworkParameter[]
- Fixed:
BeginSend
wouldn't return an error if the required payload size was larger than the supported payload size when close to the MTU - Fixed: Issue where an overflow of the
ReliableSequencedPipelineStage
sequence numbers would not be handled properly. - Updated Relay sample to the most recent Relay SDK APIs (would fail to compile with latest packages).
- Fixed client certificate not being passed to UnityTLS on secure connections. This prevented client authentication from properly working.
- Fixed: Reliable pipeline drop statistics inaccurate.
INetworkPipelineStage
andINetworkInterface
initialization methods now receive aNetworkSettings
parameter instead ofINetworkParameter[]
.SimulatorPipelineStageInSend
is no longer required and can be safely removed from your pipeline construction. To replace it,SimulatorPipelineStage
now supports handling both sending and receiving viaApplyMode.AllPackets
.- On fragmented and reliable pipelines, sending a large packet when the reliable window was almost full could result in the packet being lost.
- Revert decrease of MTU to 1384 on Xbox platforms (now back at 1400). It would cause issues for cross-platform communications.
- For custom implementation of the
INetworkInterface
: Remove theCreateSendInterface
and update theScheduleSend
andScheduleReceive
signature; to iterate over the send/receive queue use thePacketsQueue[]
operator. - Move the definition of the
sendQueueCapacity
andreceiveQueueCapacity
parameters from theWithBaselibNetworkParameters()
to theWithNetworkConfigParameters()
. - Update all
new NetworkDriver()
usages toNetworkDriver.Create()
. - For custom implementations of
INetworkInterface
that are managed types, use theINetworkInterface.WrapToUnmanaged()
configuring theNetworkDriver
. - For custom implementations of
INetworkInterface
: RemoveCreateInterfaceEndPoint
andGetGenericEndPoint
implementations and updateNetworkInterfaceEndPoint
usages toNetworkEndPoint
.
- It is now possible to obtain
RelayAllocationId
,RelayConnectionData
, andRelayHMACKey
structures from byte arrays using their staticFromByteArray
method. - A new constructor for
RelayServerData
is now provided with argument types that better match those available in the models returned by the Relay SDK. The "RelayPing" sample has been updated to use this constructor. - New constructors for
RelayServerData
are now provided with argument types that better match those available in the models returned by the Relay SDK. The "RelayPing" sample has been updated to use them constructor. NetworkSettings
now has aIsCreated
property which can be used to check if it's been disposed of or not.- New versions of
NetworkSettings.WithSecureClientParameters
andNetworkSettins.WithSecureServerParameters
are provided that take strings as parameters instead of references to fixed strings. The older versions are still available and fully supported. - A new version of
NetworkSettings.WithSecureClientParameters
is provided that only takes the server name as a parameter. This can be used when the server is using certificates from a recognized CA.
- A warning is now emitted if binding to a port where another application is listening. The binding operation still succeeds in that scenario, but this will fail in Unity Transport 2.0 (which disables address reuse on the sockets used by the default interface).
- The constructor for
RelayServerData
that was taking strings for the allocation ID, connection data, and key is now deprecated. Use the new constructor (see above) or the existing lower-level constructor instead. - The
RelayServerData.ComputeNewNonce
method is now deprecated. One can provide a custom nonce using the "low level" constructor ofRelayServerData
. The new constructor will select a new one automatically. - If using Relay, it is now possible to call
Connect
without an endpoint (the endpoint would be ignored anyway). This extension toNetworkDriver
is provided in theUnity.Networking.Transport.Relay
namespace.
- Fixed a possible stack overflow if the receive or send queue parameters were configured with very large values (>15,000).
- Prevented an issue where a warning about having too many pipeline updates would be spammed after a connection was closed.
- Fixed an issue where a duplicated reliable packet wouldn't be processed correctly, which could possibly lead to the entire reliable pipeline stage stalling (not being able to send new packets).
- Fixed an issue where pipeline updates would be run too many times, which would waste CPU and could lead to the warning about having too many pipeline updates being erroneously logged.
- Fixed issues with
ReliableSequencePipelineStage
that would, in rare circumstances, lead to failure to deliver a reliable packet.
- If using the default network interface, the transport will attempt to transparently recreate the underlying network socket if it fails. This should increase robustness, especially on mobile where the OS might close sockets when an application is sent to the background.
- A new
NetworkSocketError
value has been added toError.StatusCode
. This will be returned throughNetworkDriver.ReceiveErrorCode
when the automatic socket recreation mentioned above has failed (indicating an unrecoverable network failure).
- On iOS, communications will restart correctly if the application was in the background. Note that if using Relay, it's still possible for the allocation to have timed out while in the background. Recreation of a new allocation with a new
NetworkDriver
is still required in that scenario. - Fixed a possible stack overflow if the receive queue parameter was configured with a very large value (>10,000).
- A
DataStreamReader
can now be passed to another job without triggering the job safety system. - A
GetRelayConnectionStatus
method has been added toNetworkDriver
to query the status of the connection to the Relay server.
NetworkSettings.WithDataStreamParameters
is now obsolete. The functionality still works and will remain supported for version 1.X of the package, but will be removed in version 2.0. The reason for the removal is that in 2.0 the data stream size is always dynamically-sized to avoid out-of-memory errors.NetworkSettings.WithPipelineParameters
is now obsolete. The functionality still works and will remain supported for version 1.X of the package, but will be removed in version 2.0, where pipeline buffer sizing is handled internally.- Updated Burst dependency to 1.6.6.
- Updated Collections dependency to 1.2.4.
- Updated Mathematics dependency to 1.2.6.
BeginSend
would not return an error if called on a closed connection before the nextScheduleUpdate
call.- Fixed a warning if using the default maximum payload size with DTLS.
- Removed an error log when receiving messages on a closed DTLS connection (this scenario is common if there were in-flight messages at the moment of disconnection).
- Fix broken link in package documentation.
- Changed version to 1.0.0.
- Don't warn when overwriting settings in
NetworkSettings
(e.g. when calling the sameWithFooParameters
method twice). - Added new methods to set security parameters:
NetworkSettings.WithSecureClientParameters
andNetworkSettings.WithSecureServerParameters
. These replace the existingWithSecureParameters
, which is now obsolete. - Updated Collections dependency to 1.2.3.
- Fixed client certificate not being passed to UnityTLS on secure connections. This prevented client authentication from properly working.
- Fixed: Reliable pipeline drop statistics inaccurate.
- An error is now logged if failing to decrypt a DTLS message when using Relay.
- Decreased default Relay keep-alive period to 3 seconds (was 9 seconds). The value can still be configured through the
relayConnectionTimeMS
parameter ofNetworkSettings.WithRelayParameters
.
- Updated Relay sample to the most recent Relay SDK APIs (would fail to compile with latest packages).
IValidatableNetworkParameter.Validate()
method is now part ofINetworkParameter
.- Added:
NetworkDriver.Create<>()
generic methods.
- Fixed compilation on WebGL. Note that the platform is still unsupported, but at least including the package in a WebGL project will not create compilation errors anymore. Creating a
NetworkDriver
in WebGL projects will now produce a warning.
- When using the Relay protocol, error messages sent by the Relay server are now properly captured and logged.
- Fixed: Issue where an overflow of the
ReliableSequencedPipelineStage
sequence numbers would not be handled properly.
- Clean up changelog for package promotion.
- Updated to Burst 1.6.4.
- Updated to Mathematics 1.2.5.
- Documentation has been moved to the offical multiplayer documentation site.
- Fixed a division by zero in
SimulatorPipelineStage
whenPacketDropInterval
is set. - Don't warn when receiving repeated connection accept messages (case 1370591).
- Fixed an exception when receiving a data message from an unknown connection.
- On fragmented and reliable pipelines, sending a large packet when the reliable window was almost full could result in the packet being lost.
- Fixed "pending sends" warning being emitted very often when sending to remote hosts.
- Revert decrease of MTU to 1384 on Xbox platforms (now back at 1400). It would cause issues for cross-platform communications.
- Disabled Roslyn Analyzers provisionally
- Fixed: Compiler error due to Roslyn Analyzers causing a wrong compiler argument
- Creating a pipeline with
FragmentationPipelineStage
afterReliableSequencedPipelineStage
is now forbidden (will throw an exception if collections checks are enabled). That order never worked properly to begin with. The reverse order is fully supported and is the recommended way to configure a reliable pipeline with support for large packets. - Added
NetworkSettings
struct and API for defining network parameters. See NetworkSettings documentation for more information. - Added Roslyn Analyzers for ensuring proper extension of NetworkParameters and NetworkSettings API.
- Update Collections package to 1.1.0
- Fixed: Error message when scheduling an update on an unbound
NetworkDriver
(case 1370584) - Fixed:
BeginSend
wouldn't return an error if the required payload size was larger than the supported payload size when close to the MTU - Fixed: Removed boxing in
NetworkDriver
initialization by passingNetworkSettings
parameter instead ofINetworkParameter[]
- Fixed a crash on XboxOne(X/S) when using the fragmentation pipeline (case 1370473)
INetworkPipelineStage
andINetworkInterface
initialization methods now receive aNetworkSettings
parameter instead ofINetworkParameter[]
.
- Some public APIs that should have always been internal are now internal (
Base64
,SHA256
,HMACSHA256
,NetworkEventQueue
,UdpCHeader
,UdpCProtocol
,SessionIdToken
,NativeMultiQueue
).
- Fixed: Couldn't send a payload of the configured payload size on fragmented pipelines
- Added heartbeats functionality to all protocols (enabled by default). If there's no traffic on a connection for some time, a heartbeat is automatically sent to keep the connection alive. The inactivity timeout is controlled by the new parameter
heartbeatTimeoutMS
inNetworkConfigParameter
. Setting it to 0 disables the feature.
- Added
heartbeatTimeoutMS
inNetworkConfigParameter
to support heartbeats (see above). NetworkDriver.Bind
is now synchronous when using Relay (matches behavior of other protocols).NetworkDriver.Bind
is not required to be called anymore for Relay clients (only for host).EndSend
will now return an error if called with a writer that has failed writes.- MTU decreased to 1384 (from 1400) on Xbox platforms.
Connect
will automatically bind the driver if not already bound. This was already done implicitly before, but now it's explicit (theNetworkDriver.Bound
property will be true after a successful call toConnect
).- Added
DataStream.ReadLong
- Fixed: Receiving a Disconnect message on DTLS would crash the receive job
- Fixed: TLS server name might be set to nothing in Relay+DTLS, causing the handshake to fail
- Fixed: Couldn't send large messages on fragmented pipeline if
requiredPayloadSize
was not provided toBeginSend
- Fixed: DTLS handshake messages were never resent if lost
- Fixed: Clients wouldn't honor the endpoint their were bound to
- Function pointers (for instance in
BeginSend
andEndSend
) generate GC allocations in non-Burst use cases. The issue will be fixed in the next releases - XboxOne(S/X) crash when using fragmentation pipeline when the size of the packet is within 100 bytes of the MTU. This will be fixed in the next release
- Fixed: Socket never created on unbound DTLS clients (causes handshake to fail)
- Fixed: When using DTLS it would not properly read data packets
- Fixed: When using DTLS it could possibly fail to send a packet that was at the MTU size.
- Fixed: Updated collection types in
SecureNetworkProtocol.cs
- Fixed: Fixed race condition between UTP and Relay disconnects
- Fixed: Relay not being able to use the fragmentation pipelinestage
- Removed references of TransportSamples from readme as they are not currently included in the package
- Stripping out un-needed files from the package
- Upgraded collections to 1.0.0-pre.5
- Added support for Secure Protocol while using Unity Relay
- Moving into pre-release
- Added Secure Protocol support (TLS/DTLS) to allow for encrypted and secure connections.
- Unity Transport package now supports connecting to the Unity Relay Service. See Unity Relay for more information.
- Upgraded burst to 1.5.5
- Added support for long serialization and delta compression.
- Upgraded collections to 1.0.0-pre.1
- Added a new network interface for WebSockets, can be used in both native and web builds.
- Minimum required Unity version has changed to 2020.3.0f1.
- The transport package can be compiled with the tiny c# profile and for WebGL, but WebGL builds only support IPC - not sockets.
- Added overloads of
PopEvent
andPopEventForConnection
which return the pipeline used as an out parameter.
- Fixed some compatility issues with tiny.
- Fixed a crash when sending messages slightly less than one MTU using the fragmentation pipeline.
- Fixed a bug causing
NetworkDriver.RemoteEndPoint
to return an invalid value when using the default network interface.
- Added
DataStreamWriter.WriteRawbits
andDataStreamWriter.ReadRawBits
for reading and writing raw bits from a data stream.
- Optimized the
NetworkCompressionModel
to find buckets in constant time. - Changed the error behavior of
DataStreamReader
to be consistent between the editor and players.
- Fixed a crash when receiving a packet with an invalid pipeline identifier.
- An error handling pass has been made and
Error.StatusCode
have been added to indicate more specific errors. Error.DisconnectReason
has been added, so when NetworkDriver.PopEvent returns aNetworkEvent.Type.Disconnect
the reader returned contains 1 byte of data indicating the reason.
- The function signature for NetworkDriver.BeginSend has changed. It now returns an
int
value indicating if the function succeeded or not and the DataStreamWriter now instead is returned as aout
parameter. - The function signature for INetworkInterface.Initialize has changed. It now requires you to return an
int
value indicating if the function succeeded or not. - The function signature for INetworkInterface.CreateInterfaceEndPoint has changed. It now requires you to return an
int
value indicating if the function succeeded or not, and NetworkInterfaceEndPoint is now returned as aout
parameter.
- Fixed a potential crash when receiving a malformated packet.
- Fixed an issue where the DataStream could sometimes fail writing packet uints before the buffer was full.
NetworkDriver.BeginSend
now returns anint
indicating aError.StatusCode
, and theDataStreamWriter
is passed as anout
parameter.
- Fixed display of ipv6 addresses as strings
- Added
NetworkDriver.GetEventQueueSizeForConnection
which allows you to check how many pending events a connection has.
- Fixed a compatibility isue with DOTS Runtime.
- Added a new fragmentation pipeline which allows you to send messages larger than one MTU. If the
FragmentationPipelineStage
is part of the pipeline you are trying to send with theNetworkDriver
will allow arequiredPayloadSize
larger than one MTU to be specified and split the message into multiple packages.
- The methods to read and write strings in the
DataStreamReader
/DataStreamWriter
have been changed to useFixedString<N>
instead ofNativeString<N>
. The name of the methods have also changed fromReadString
toReadFixedString64
- and similar changes for write and the packed version of the calls. The calls supportFixedString32
,FixedString64
,FixedString128
,FixedString512
andFixedString4096
. - Minimum required Unity version has changed to 2020.1.2.
The data stream methods for reading and writing strings have changed, they now take FixedString64
instead of NativeString64
and the names have changed as follows:
DataStreamReader.ReadString
->DataStreamReader.ReadFixedString64
DataStreamReader.ReadPackedStringDelta
->DataStreamReader.ReadPackedFixedString64Delta
DataStreamWriter.WriteString
->DataStreamWriter.WriteFixedString64
DataStreamWriter.WritePackedStringDelta
->DataStreamWriter.WritePackedFixedString64Delta
The transport now requires Unity 2020.1.2.
- Added a new
requiredPayloadSize
parameter toBeginSend
. The required size cannot be larger thanNetworkParameterConstants.MTU
. - Added errorcode parameter to a
network_set_nonblocking
,network_set_send_buffer_size
andnetwork_set_receive_buffer_size
inNativeBindings
. - Additional APIs added to
NativeBindings
:network_set_blocking
,network_get_send_buffer_size
,network_get_receive_buffer_size
,network_set_receive_timeout
,network_set_send_timeout
. - Implemented
NetworkEndPoint.AddressAsString
.
- Fixed an issue in the reliable pipeline which would cause it to not recover if one end did not receive packages for a while.
- Fixed
NetworkInterfaceEndPoint
andNetworkEndPoint
GetHashCode
implementation. - Fixed invalid use of strings when specifying the size of socket buffers in the native bindings.
- Pipelines are now registered by calling
NetworkPipelineStageCollection.RegisterPipelineStage
before creating aNetworkDriver
. The built-in pipelines do not require explicit registration. The interface for implementing pipelines has been changed to support this. - NetworkDriver is no longer a generic type. You pass it an interface when creating the
NetworkDriver
, which means you can switch between backends without modifying all usage of the driver. There is a newNetworkDriver.Create
which creates a driver with the defaultNetworkInterface
. It is also possible to create anew NetworkDriver
by passing aNetworkInterface
instance as the first argument. NetworkDriver.Send
is replaced byBeginSend
andEndSend
. This allows us to do less data copying when sending messages. The interface for implementing new network interfaces has been changed to support this.DataStreamReader
andDataStreamWriter
no longer owns any memory. They are just reading/writing the data of aNativeArray<byte>
.DataStreamWriter
has explicit types for all Write methods.DataStreamReader.Context
has been removed.- Error handling for
DataStreamWriter
has been improved, on failure it returns false and setsDataStreamWriter.HasFailedWrites
to true.DataStreamReader
returns a default value and setsDataStreamReader.HasFailedReads
to true.DataStreamReader
will throw an exception instead of returning a default value in the editor. - IPCManager is no longer public, it is still possible to create a
NetworkDriver
with aIPCNetworkInterface
. - Added
NetworkDriver.ScheduleFlushSend
which must be called to guarantee that messages are send before next call toNetworkDriver.ScheduleUpdate
. - Added
NetworkDriver.LastUpdateTime
to get the update time theNetworkDriver
used for the most recent update. - Removed the IPC address family, use a IPv4 localhost address instead.
- Fixed a memory overflow in the reliability pipeline.
- Made the soaker report locale independent.
Creation and type of NetworkDriver
has changed, use NetworkDriver.Create
or pass an instance of a NetworkInterface
to the NetworkDriver
constructor.
NetworkDriver.Send
has been replaced by a pair of NetworkDriver.BeginSend
and NetworkDriver.EndSend
. Calling BeginSend
will return a DataStreamWriter
to which you write the data. The DataStreamWriter
is then passed to EndSend
.
All write calls in DataStreamWriter
need an explicit type, for example Write(0)
should be replaced by WriteInt(0)
.
DataStreamWriter
no longer shares current position between copies, if you call a method which writes you must pass it by ref for the modifications to apply.
DataStreamWriter
no longer returns a DeferedWriter, you need to take a copy of the writer at the point you want to make modifications and use the copy to overwrite data later.
DataStreamWriter
is no longer disposable. If you use the allocating constructor you need to use Allocator.Temp
, if you pass a NativeArray<byte>
to the constructor the NativeArray
owns the memory.
DataStreamReader.Context
no longer exists, you need to pass the DataStreamReader
itself by ref if you read in a different function.
The interface for network pipelines has been changed.
The interface for network interfaces has been changed.
- Added reading and write methods for NativeString64 to DataStream.
- Added a stress test for parallel sending of data.
- Upgraded collections to 0.3.0.
- Fixed a race condition in IPCNetworkInterface.
- Changed NetworkEventQueue to use UnsafeList to get some type safety.
- Fixed an out-of-bounds access in the reliable sequenced pipeline.
- Fixed spelling and broken links in the documentation.
- Added missing bindings for Linux and Android.
- Added support for unquantized floats to
DataStream
class. - Added
NetworkConfigParameter.maxFrameTimeMS
so you to allow longer frame times when debugging to prevent disconnections due to timeout. - Allow "1.1.1.1:1234" strings when parsing the IP string in the NetworkEndPoint class, it will use the port part when it's present.
- Reliable pipeline now doesn't require parameters passed in (uses default window size of 32)
- Added Read/Write of ulong to
DataStream
. - Made it possible to get connection state from the parallel NetworkDriver.
- Added
LengthInBits
to theDataStreamWriter
.
- Do not push data events to disconnected connections. Fixes an error about resetting the queue with pending messages.
- Made the endian checks in
DataStream
compatible with latest version of burst.
- Added a new Ping-Multiplay sample based on the Ping sample.
- Created to be the main sample for demonstrating Multiplay compatibility and best practices (SQP usage, IP binding, etc.).
- Contains both client and server code. Additional details in readme in
/Assets/Samples/Ping-Multiplay/
.
- DedicatedServerConfig: Added arguments for
-fps
and-timeout
. - NetworkEndPoint: Added a
TryParse()
method which returns false if parsing fails- Note: The
Parse()
method returns a default IP / Endpoint if parsing fails, but a method that could report failure was needed for the Multiplay sample.
- Note: The
- CommandLine:
- Added a
HasArgument()
method which returns true if an argument is present. - Added a
PrintArgsToLog()
method which is a simple way to print launch args to logs. - Added a
TryUpdateVariableWithArgValue()
method which updates a ref var only if an arg was found and successfully parsed.
- Added a
- Deleted existing SQP code and added reference to SQP Package (now in staging).
- Removed SQP server usage from basic Ping sample.
- Note: The SQP server was only needed for Multiplay compatibility, so the addition of Ping-Multiplay allowed us to remove SQP from Ping.
- DedicatedServerConfig: Vsync is now disabled programmatically if requesting an FPS different from the current screen refresh rate.
- Moved MatchMaking to a package and supporting code to a separate folder.
- Fixed an issue with the reliable pipeline not resending when completely idle.
- Added network pipelines to enable processing of outgoing and incomming packets. The available pipeline stages are
ReliableSequencedPipelineStage
for reliable UDP messages andSimulatorPipelineStage
for emulating network conditions such as high latency and packet loss. See the pipeline documentation for more information. - Added reading and writing of packed signed and unsigned integers to
DataStream
. These new methods use huffman encoding to reduce the size of transfered data for small numbers.
- Enable Burst compilation for most jobs.
- Made it possible to get the remote endpoint for a connection.
- Replacing EndPoint parsing with custom code to avoid having a dependency on
System.Net
. - Change the ping sample command-line parameters for server to
-port
and-query_port
. - For matchmaking, use an Assignment object containing the
ConnectionString
, theRoster
, and anAssignmentError
string instead of just theConnectionString
.
- Fixed an issue with building iOS on Windows.
- Fixed inconsistent error handling between platforms when the network buffer is full.
Unity 2019.1 is now required.
BasicNetworkDriver
has been renamed to GenericNetworkDriver
and a new UdpNetworkDriver
helper class is also available.
System.Net
EndPoints can no longer be used as addresses, use the new NetworkEndpoint struct instead.