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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -14,15 +14,16 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed an issue where `UnityTransport` would not accept single words as valid hostnames (notably "localhost"). (#3591)
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- Fixed issue where viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields could throw an exception if running a distributed authority network topology with a local (DAHost) host and viewed on the host when the host is not the authority of the associated `NetworkObject`. (#3578)
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- Fixed issue when using a distributed authority network topology and viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields in the inspector view would not show editable fields. (#3578)
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- Fixed issue with unnecessary internal GC Allocations when using the `IReadOnlyList``NetworkManager.ConnectedClientsIds` within a `foreach` statement by either replacing with a `for` loop or directly referencing the `NetworkConnectionManager.ConnectedClientIds`. (#3527)
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### Changed
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- Marked `UnityTransport.ConnectionAddressData.ServerEndPoint` as obsolete. It can't work when using hostnames as the server address, and its functionality can easily be replicated using `NetworkEndpoint.Parse`. (#3591)
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- Optimized `NetworkList<T>` indexer setter to skip operations when the new value equals the existing value, improving performance by avoiding unnecessary list events and network synchronization. (#3587)
/// <returns>A <see cref="NetworkConnection"/> representing the connection to the server, or an invalid connection if the connection attempt fails.</returns>
// If it's not valid, assure it meets FQDN standards
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if(!IsValidFqdn(ConnectionData.Address))
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{
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// If not then log an error and return false
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Debug.LogError($"Listen network address ({ConnectionData.Address}) is not a valid {NetworkFamily.Ipv4} or {NetworkFamily.Ipv6} address!");
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}
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else
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{
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Debug.LogError($"While ({ConnectionData.Address}) is a valid Fully Qualified Domain Name, you must use a valid {NetworkFamily.Ipv4} or {NetworkFamily.Ipv6} address when binding and listening for connections!");
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}
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returnfalse;
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#else
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Debug.LogError($"Network listen address ({ConnectionData.Address}) is {nameof(NetworkFamily.Invalid)}!");
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