A new exquisite uLink 1.5.4 (2013-08-01).

58 views
Skip to first unread message

petter....@muchdifferent.com

unread,
Aug 11, 2013, 9:39:56 PM8/11/13
to unitypa...@googlegroups.com

Hello Awesome Developers!

We're at full development, working hard to show you new awe-inspiring tools and even more state of the art in networking and multiplayer.

In addition, we've been hard at work to bring our developers, you, a brand new solid maintenance release - with cool optimizations, fixes and new goodies. Dive right in and enjoy!


uLink 1.5.4 Lina (2013-08-01) [Windows] [Mac] [Linux (tools only)]

 

Improvements:

  • uLink's internal socket send buffer and receive buffer size can now be fully configured via Network.config and NetworkConfig.
  • Also added complete P2P configuration via NetworkP2P.config and the new NetworkP2PConfig class (equivalent to Network.config and NetworkConfig).
  • Added rich P2P statistics API via NetworkP2P.GetStatistics(), NetworkP2P.GetLastPing() and NetworkP2P.GetAveragePing().
  • Optimized internal handling of reliable RPCs and statesync.
  • Added even more debug logging inside the groups feature.

Fixes:

  • Fixed issue with non-hidden groups sometimes hiding objects from non-members.
  • Added log warning when socket buffer is full or empty during sending or receiving (instead of previously causing a “would block” error). uLink will still try to send/receive again next update. If you get too many of these it might be a good idea to increase the buffer size in Network.config or NetworkP2P.config.
  • Fixed a bug in MasterServer, which could cause the connection tester to only try a host's internal IP and port, instead of it's external address information.
  • Fixed a harmless bug where hidden GameObjects like uLinkInternalHelper and uLinkTargetFrameRateFix might under some circumstances be mistakenly saved in the scene, during playmode in the Editor.
  • Fixed issue with P2P Handover where redirect may fail due to the client player being in the same LAN as the game servers.
  • Fixed minor typos and added additional clarifications in some log messages and xml documentation (online API references will be updated soon).
  • Fixed issue with uLinkTargetFrameRateFix which if used on the client-side, can cause flickering on some Windows machines. (Thank you Reuben Bartolo!)

Changes:

  • uLinkTargetFrameRateFix has been disabled by default. The purpose of the script is to workaround a issue with Unity's Application.targetFrameRate on Windows, which running on some virtual machines (like on Amazon EC2) causes a noticeable overhead in CPU usage. Previously the script was designed to be transparent and used automatically without calling it, but because it's a very overkill approach we've decided it's better it only be used if called manually via uLinkTargetFrameRateFix.SetTargetFrameRate() instead of wrapping Application.targetFrameRate. Please note this script is only recommended for servers running on Windows inside a VM at a non-dedicated hosting service like Amazon. And only if you notice a increase in CPU usage from your server instances.


Cheers,
Petter

P.S. Sorry for the late announcement email.

Reply all
Reply to author
Forward
0 new messages