chore(deps): update upm package dependency com.unity.transport to v2 (develop) - abandoned #3257
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This PR contains the following updates:
1.4.0->2.4.0❌ Editor bump required for com.unity.netcode.gameobjects/package.json❌
It is very likely that you should NOT merge this.
Release Notes
com.unity.transport (com.unity.transport)
v2.4.0Compare Source
New features
Changes
ReliableSequencedPipelineStagewill now be sent a little more aggressively, which should improve throughput of reliable traffic.Fixes
v2.3.0Compare Source
New features
NetworkSettings.WithNetworkSimulatorParameters) now supports delay, jitter and packet duplication, but only in the send direction. Currently users are still recommended to use theSimulatorPipelineStagefor their network simulation needs until the global network simulator gains in maturity.Changes
Fixes
NetworkEndpoint.IsAnyandNetworkEndpoint.IsLoopbackwould throw an exception for endpoints where the network family isNetworkFamily.Custom. These properties will now return false for custom endpoints.v2.2.1Compare Source
Fixes
NetworkEndpoint.TryParsewould leave the out parameter endpoint with a validNetworkFamily, even if parsing of the address had failed.v2.1.0Compare Source
New features
maxMessageSizeparameter inNetworkSettings.WithNetworkConfigParameters. This is useful for environments where network equipment mishandles larger packets (like some mobile networks or VPNs). The value excludes IP and UDP headers, but includes headers added by the transport itself (e.g. reliability headers). The default value is 1400. Note that it is recommended that both client and server be configured to use the same value.AuthenticationFailureandProtocolErrorto theError.DisconnectReasonenum. These values are respectively returned when a connection fails to be established because of DTLS/TLS handshake failure, and for unexpected and unrecoverable errors encountered by the transport (e.g. unexpected socket errors or malformed WebSocket frames).NetworkFamily.Customvalue and proper support for it inNetworkEndpoint. This value is intended for usage with customINetworkInterfaceimplementations, where endpoints are not IP addresses.Changes
NetworkDriver.GetRelayConnectionStatuswill now return the new enum valueRelayConnectionStatus.NotUsingRelaywhen called on aNetworkDriverthat has not been configured to use Unity Relay. The previous behavior was to throw an exception. This can be used to safely determine if a driver is using Relay, even from Burst-compiled code.RelayServerDatanow exposes aIsWebSocketfield that can be used to determine if the server data will be using a WebSocket endpoint. This value is set automatically if constructing theRelayServerDatafrom an allocation object, and can be set through a new optionalisWebSocketparameter for low-level constructors.NetworkEndpoint.RawPortis now obsolete. There is little use for this API since it basically only converts to/from network byte order. There are standard C# APIs to do this.Fixes
v2.0.2Compare Source
Changes
NetworkDriver.GetRemoteEndpointwill now always return the address of the Relay server, instead of returning the address until a connection is established, and then returning the allocation ID encoded as an endpoint (appearing as an invalid endpoint). This makes the behavior the same as it was in version 1.X of the package.RelayServerDataconstructors on WebGL (other connection types are not supported on that platform).Fixes
NetworkDriverParallelForErr) errors being reported when callingEndSend.NetworkDriverParallelForErr),EndSendwould leak the send handle. Over time, this would result in less send handles being available, resulting in more -5 (NetworkSendQueueFull) errors.connectTimeoutMSmilliseconds to be reported as established, even if the connection was actually established faster than that.ArgumentOutOfRangeExceptioncould be thrown in situations where a new WebSocket connection is established while a previous connection is in the process of being closed.GetRelayConnectionStatusin scenarios where the Relay allocation times out while communications with the server are out.UDPNetworkInterface(the default one) would not bind to the correct address if the local IP address change and the socket needs to be recreated (e.g. because the app was backgrounded on a mobile device).Disconnectevents would fail to be reported correctly for WebSocket connections.relayConnectionTimeMSto 0 in the Relay parameters.v2.0.1Compare Source
Changes
v1.5.0Compare Source
Fixes
v1.4.1Compare Source
Fixes
v1.4.0Compare Source
New features
GetUnsafeReadOnlyPtrmethod toDataStreamReader. This is meant as an escape hatch for use cases that require passing stream readers outside of a job (this not possible withDataStreamReaderdirectly since the safety system will not allow it). As the name implies, this throws away many safety guarantees and is thus not recommended to use unless absolutely required.Changes
NetworkDriver.GetRelayConnectionStatuswill now return the new enum valueRelayConnectionStatus.NotUsingRelaywhen called on aNetworkDriverthat has not been configured to use Unity Relay. The previous behavior was to throw an exception.maxMessageSizeparameter inNetworkSettings.WithNetworkConfigParameters. This is useful for environments where network equipment mishandles larger packets (like some mobile networks or VPNs). The value excludes IP and UDP headers, but includes headers added by the transport itself (e.g. reliability headers). The default value is 1400. Note that it is recommended that both client and server be configured to use the same value.Configuration
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