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Photon Chat C# Client - Changelog
Exit Games GmbH - www.photonengine.com - forum.photonengine.com
Version 4.1.4.2 (8. May 2020 - rev5519)
Added: Broadcast receive and read channel using UniqueRoomID UniqueRoomID read from SubscribeChannel response
Version 4.1.2.14 (6. May 2019 - rev5097)
Changed: Chat API changes are now listed in a separate changes file.
Version 4.1.2.13 (3. May 2019 - rev5086)
Fixed: properly add local client's UserId to public channels' Subscribers list when applicable.
Version 4.1.2.11 (15. April 2019 - rev5043)
Added: Feature: PublishSubscribers. Per channel, you can now define if the server broadcasts users joining and leaving.
Fixed: proper way to handle Subscribe event when channel properties are returned.
Added: Viveport Auth Provider enum value.
Added: Switch-related workaround. Setting a Thread.Name was causing a crash in some exports on console. This affects Unity to Nintendo Switch exports.
Added: ChannelCreationOptions class to be used in the new Subscribe overload method.
Changed: Chat to use the same 1.8 serialization as Realtime/PUN. This also now matches the SocketWebTcp.SerializationProtocol default.
Version 4.1.2.1 (31. July 2018 - rev4787)
Changed: Namespace from "ExitGames.Client.Photon.Chat" to "Photon.Chat".
Added: ConnectAndSetStatus method.
Version 4.1.1.17 (11. October 2017 - rev4465)
Fixed: Unity "6" compile define is now UNITY_2017.
Version 4.1.1.15 (17. July 2017 - rev4232)
Added: ChatClient.TransportProtocol as shortcut to the use PhotonPeer's TransportProtocol value. This enables setting the protocol easily while not connected.
Added: ChatClient.SocketImplementationConfig as shortcut to modify PhotonPeer's SocketImplementationConfig. This enables you to setup which IPhotonSocket implementation to use for which network protocol.
Changed: ChatPeer.ConfigUnitySockets() to try to find our websocket implementations in the assembly, making the SocketWebTcpCoroutine and SocketWebTcpThread classes optional.
Removed: Class "SocketWebTcp" is no longer found by ConfigUnitySockets().
Version 4.1.1.2 (13. September 2016 - rev3652)
Changed: ChatPeer now has ConfigUnitySockets(), which defines the SocketImplementationConfig. It's only used in Unity (using UNITY define).
Changed: ChatClient is not setting socket implementations anymore.
Added: Hashtable definition to use Photon's own implementation for Windows Store builds (NETFX_CORE). This must be used but it means you to use the same Hashtable definition in all builds (no matter if 8.1 or 10).
Added: Support for WebGL export in Unity.
Version 4.0.5.0 (3. December 2015 - rev3144)
Added: A MessageLimit field for ChatClient and ChatChannel to limit the number of messages the client keeps locally. It might be useful to limit memory usage in long running chats. Set ChatClient.MessageLimit to apply the limit to any channel subscribed afterwards or apply a limit individually.
Version 4.0.0.11 (28. October 2015 - rev3093)
Added: More sanity checks on operations (empty userId or secret, max friends).
Added: Special debug logging when the server returns an error for "Operation Unknown". In this case, it's highly likely that you don't use a Chat AppId.
Added: More helpful error logging.
Version 4.0.0.10 (14. July 2015 - rev2988)
Added: A Unity 4.6 demo with uGUI. It's missing a few features but should give you a good start to making your own.
Added: Unity/WebGL support (merged from PUN).
Added: Breaking! IChatClientListener.DebugReturn(). Photon lib and chat client log via this method (no logging to console by default).
Changed: ChatClient.CustomAuthenticationValues is now .AuthValues. You can use those values to identify a user, even if you don't setup an external, custom authentication service.
Changed: ChatClient.UserId no longer directly stores the id but puts it into AuthValues. This means, the UserId could also be set via setting AuthValues.
Changed: The API of AuthenticationValues. There is now the UserId and AddAuthParameter() replaces the less general SetAuthParameters() (which only set specific key/values).
Note: All users should have a UserId. You can set chatClient.UserId before you connect, or you can set the AuthenticationValues in Connect(..., authValues) to set a UserId.
Added: ChatChannel.ToStringMessages(), which gets all messages in a single string, line by line. The format is "Sender:Message".
Added: ChatClient.TryGetChannel() to find a channel only by name, no matter if public or private.
Version 4.0.0.7 (12. January 2015 - rev2763)
Internal: Changed code for UserID from 7 to 225. The latter is used in LoadBalancing, too, so we want to re-use the code here.
Version 4.0.0.1 (17. June 2014 - rev2663)
Changed: How the server responds to Subscribe and Unsubscribe. Events will now contain success/failure of those. This allows us to send the answer after calling a WebHook if needed and we can even send it to multiple clients (which authenticated with the same userID).
Changed: Handling of subscription responsed. This is done to allow web services to subscribe a client remotely and to be able to prevent joining some channel that a user should not join (the channel of some guild or another team, e.g.).
Changed: Debug loggging. In Unity we can't use Debug.Assert, etc. So we have to log more cleanly. This works in Editor and several platforms (but not all).
Changed: Folder for Chat API. It now begins with "Photon" which provides some context no matter where you copy the files. Easier to find in Unity projects.
Changed: Operation FriendList and method SendFriendList renamed to AddFriends
Added: Operation RemoveFriends and corresponding method in ChatClient.cs
Added: Console Demo has new command 'fr' to remove friends
Version 4.0.0.0 (23. May 2014 - rev2614)
Added: SendPrivateMessage() overload that has option to encrypt private messages. Public messages don't need encryption.
Removed: lastId and LastMessageIndex from channels. Those were impractical and should be removed from the API.
Changed: UserStatus class to ChatUserStatus.
Changed: Most classes are defined in their own file now.
Removed: Folders "Shared" and their subfolders. This gives a much better overview.
Added: Handling for event SubscribeResponse. This is not actually a response but gives you info about channels that got subscribed (e.g. when you re-login quickly or when a user is logged in in multiple clients).
Added: HandleSubscriptionResults() method to handle the event and proper responses.