LethalNetworkAPI
A library/API to allow developers to easily add networking to their mods.
CHANGELOG
Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[Unreleased]
[v3.3.1]
Fixed
- Fixed error occuring when disconnecting from a lobby when you were previously a host in the game session.
[v3.3.0]
Added
LNetworkUtils.OnNetworkStartCallback
- This event will run when the server/client starts up.
Changed
- Minor Internal Refactoring
[v3.2.1]
Added
- Support for LobbyCompatibility; this will ensure that the server and clients are using the same version of this API.
Fixed
- Fixed
IsConnected
not working properly.
[v3.2.0]
Changed
- Improved error messages.
- Changed internal backend to be more optimal and only use Networking and Serialization when necessary.
Fixed
- Fixed
SendOtherClients
not sending to the server. - Fixed
LNetworkUtils.AllConnectedClients
not including the server.
[v3.1.1]
Fixed
- Fixed Shutdown error for
UnnamedMessageHandler
. - Fixed
LNetworkVariable
update error when the variable has not yet been created on the client.
[v3.1.0]
Added
- Added
LNetworkVariable
- replacesLethalNetworkVariable
.- Added
LNetworkVariableWritePerms
enum to control the write permissions of the variable. - Added
UpdateOwner
method to update the owner of the variable. - Added
Dispose
method to dispose of the variable.
- Added
Fixed
- Fixed clients not sending events/messages/variable updates to other clients.
[v3.0.3]
Fixed
- NGO
ConnectedClients should only be accessed on the server
error.
[v3.0.2]
Fixed
- Some built-in types not serializing properly.
- NGO
InvalidOperationException
during disconnecting if aLethalNetworkVariable
is used.
[v3.0.1]
Fixed
InvalidOperationException: Invalid binary data stream
error.
[v3.0.0]
Added
LNetworkMessage
- Simplifies sending/receiving messages between the server and clients by using a single class instead of multiple classes
- Replaces
LethalServerMessage
andLethalClientMessage
LNetworkEvent
- Simplifies sending/receiving events between the server and clients by using a single class instead of multiple classes
- Replaces
LethalServerEvent
andLethalClientEvent
- Added
LNetworkUtils
Changed
- Reworked the entire API
- Now uses Unity's new
CustomMessagingManager
to send messages - This allows for vanilla compatibility, though it is not recommended
- Added
LNetworkMessage
- Added
LNetworkEvent
- Now uses Unity's new
Deprecated
- The
LethalClientMessage
andLethalServerMessage
classes- Use
LNetworkMessage
instead
- Use
- The
LethalClientEvent
andLethalServerEvent
classes- Use
LNetworkEvent
instead
- Use
- The
LethalNetworkVariable
class- Currently, there is no replacement for this class. If you need to use it immediately, this class still will work but will receive no updates
[v2.1.7]
Added
ClearSubscriptions
method for messages & events
[v2.1.7]
Changed
- Added warning when using incorrect build - only for devs
Fixed
- Incompatibility with latest (preview) LLL versions
[v2.1.6]
Changed
- Reverted Serialization Changes from v2.1.5
Fixed
- Network Variable ownership ignored when joining a lobby
- Null Variables breaking loading into a server
[v2.1.5]
Changed
- Serialization of NetworkObjects/Behaviours
- Should now support collections
Fixed
- Error when setting a Network Variable's value before joining a lobby.
[v2.1.4]
Added
- NuGet Package Tags
Fixed
- Actually fixed issues with re-hosting.
[v2.1.3]
Changed
- Increased Harmony Patch priority
[v2.1.2]
Changed
- Minor internal refactoring.
- Better error messages.
[v2.1.1]
Fixed
- Issue with Network Variables causing error when re-hosting
[v2.1.0]
Added
- Ability to create network messages and events with a method to run instead of having to subscribe separately.
Changed
- Minor internal refactoring.
Fixed
- Issue with networking Network Variables
[v2.0.2]
Added
- Stack-traces to identifier errors.
[v2.0.1]
Fixed
- Extensions were not accessible.
- Identifiers were not mod-specific.
[v2.0.0]
Added
- Ability to create Network Variables specific to a Network Object.
[PublicNetworkVariable]
Attribute
Changed
- Network Variables
- Ownership
- By default, the server is now the owner.
- Using the
[PublicNetworkVariable]
Attribute, you can allow any client to modify the variable. - Client-owned variables can only be made by creating one specific to a Network Object.
- A great choice is
PlayerControllerB
- A great choice is
- Ownership
- Internal Refactoring
Removed
- LethalNetworkVariable.SetOwnership()
- Removed in favor of the newly reworked Network Variable ownership system.
[LethalNetworkProtected]
Attribute- Removed in favor of the newly reworked Network Variable ownership system.
Fixed
- Errors when re-hosting a server
[v1.1.3]
Changed
- Updated NuGet Package License
[v1.1.2]
Changed
- Updated Changelog
[v1.1.1]
Changed
- Internal GitHub Workflow Shenanigans
[v1.1.0]
Changed
- Backend NetworkHandler Rework
- May not be compatible with v1.0.0
[v1.0.0]
Added
- Network Messages
- Network Events
- Network Variables
- Network Utils/Extensions