* release_history.txt
* Release history for the DotNet Photon Client Library (DotNet / Unity3D / Windows 8 RT / Windows Phone 8 / Windows Phone 7.5 / PlayStation Mobile)
  (C) 2013 Exit Games GmbH, http://www.exitgames.com

Questions? Visit:
    http://www.exitgamescloud.com
    http://doc.exitgames.com/photon-cloud
    http://forum.exitgames.com


*** Version 3.2.1.4 (10.07.2013 - rev2209)
    Added: "Typed Lobby" API. Photon Cloud and Loadbalancing now support multiple lobbies per app/title. Also, different types of lobbies are now possible, each can have different options and different rules for matchmaking.
    Added: enum LobbyType with "Default" and "SqlLobby". The SqlLobby is a new type of lobby that uses up to 10 room properties with sql-like filters. The filter being written like the "where" part of a sql query.
    Changed: FetchServerTimestamp now enqueues callbacks (can be called by socket-receive-thread). also no longer causes a disconnect callback if offline
    Changed: RemoveSentReliableCommand  now enqueues callbacks (can be called by socket-receive-thread)
    Internal: SendAcksOnly override in TCP's TPeer class. This now sends pings but nothing else. That resets the server's timeout for this peer
LoadBalancing API
    Updated: LoadBalancing API in the Unity demos (now gets copied over at build time, making sure it's identical to the DotNet "original")
    Fixed: LoadBalancingClient now handles SecurityException and InternalReceiveExceptions and disconnects correctly. Before, especially Unity web clients would get stuck in "Disconnecting" state.
    Fixed: LoadBalancingClient state on disconnect (no matter what caused the disconnect).


*** Version 3.2.1.3 (19.06.2013 - rev2170)
    Fixed: surplus conversion of incoming data to string, which was used in debugging.

*** Version 3.2.1.2 (17.06.2013 - rev2160)
    Fixed: custom auth will send custom auth parameters if any authentication params are set

*** Version 3.2.1.1 (10.06.2013 - rev2148)
    Added: new POST value for Custom Authentication. POST can carry more data than GET (usually used). AuthenticationValues has a setter for this.
LoadBalancing API
    Changed: LoadBalancingClient.AuthValues is renamed to CustomAuthenticationValues property (sets the custom authentication values).
    Changed: Player class now compares by ActorNumer (assigned by server) instead of comparing the instance.
    Internal: SupportClass.GetMethods() now returns type.GetRuntimeMethods(), filtered by attribute (if at all needed). This is used by Photon Unity Networking (PUN) internally. It also returns inherited methods now, not only Declared.

*** Version 3.2.1.0 (24.05.2013 - rev2112)
    Added: Feature "Custom Authentication" which lets you authorize players/users in the Photon Cloud with an external account/user service. More on that online: http://doc.exitgames.com/photon-cloud/CustomAuthentication
    Added: LoadBalancing API Feature "Friend Finding" which enables a client to find friends in rooms by userId. If an external service provides a userID per player and a friend list, this can be used to find a friend's room (game) and join it (unless closed or full).
    Added: CustomAuthenticationType enum to enable differnt types of custom auth later on (only one actually useful value so far).
    Added: Class AuthenticationValues as container for authentication values.
    Added: LoadBalancingClient.Connect overload which takes a AuthenticationValues parameter.
    Added: LoadBalancingPeer.AuthValues property to set the custom authentication values.
    Added: Parameter authValues to OpAuthenticate. This is used to provide the authentication parameters and or the secret/ticket provided by Photon.
    Added: ErrorCode.CustomAuthenticationFailed to be used in switches for OperationResponse.ErrorCode (for OpAuthenticate).
    Changed: LoadBalancingClient.PlayerName can be set before connecting to get a UserId which is "findable" by OpFindFriends(). Find friends does NOT use any values set for custom authentication!
    Added: Class FriendInfo to contain a friend's name, online state and room name (if available and after using OpFindFriends()).
    Added: OpFindFriends() to actually find the friends. Use on the Master Server only, not on a room.
    Added: LoadBalancingClient.FriendList, a List of FriendInfo entries. Filled by using OpFindFriends (don't modify this list directly!).
    Added: LoadBalancingClient.FriendListAge, to let you know how old the FriendList is. Only get updates when the list gets "old".
    Fixed: OpRaiseEvent will no longer send "group" if it's 0 (which is the default).
    Added: OpRaiseEvent overload to send object instead of Hashtable. This overload uses another parameter order to not mix up with the older implementation. You can send any serializable datatype now but must be aware if the event is Hashtable or something else.
    Changed: Several variants of OpAuthenticate(), Connect() and ConnectToMaster() are now obsolete or removed. Use the alternative implementations (which should be cleaner).
    Internal: Added several (operation) parameters to enum ParameterCode: ClientAuthenticationType, ClientAuthenticationParams, FindFriendsRequestList, FindFriendsResponseOnlineList, FindFriendsResponseRoomIdList.
    Added: PhotonPeer.ResentReliableCommands to get count of re-sent commands (might be higher than out command count (as that counts created commands only)
    Internal: Address (string) handling now uses string.Split instead of IndexOf to separate port from address and short.TryParse instead of short.Parse
    Added: TrafficStatsGameLevel.ResetMaximumCounters() to reset those values that could max-out easily. Allows to get "longest delta between SendOutgoingCommands()-calls since last query".

*** Version 3.2.0.2 (21.02.2013 - rev2066)
    Fixed: Potential lock-up during sending. This could cause infinite blocking and thus a crash in some apps. (Win8 / Win Store api only)

*** Version 3.2.0.1 (15.02.2013 - rev2060)
    Fixed: Issue with delayed sending of operations in udp. The data could become overwritten before being sent. The bug was leading to high disconnect rates for clients using Windows Phone 7 and 8 and Silverlight or any client that used Network Simulation.

*** Version 3.2.0.0 (13.02.2013 - rev2053)
    Note: This release only changed the version, matching the new Server SDK v3.2.0.0
    Updated: readme.txt
    Fixed: Reference for Windows 8 RT and Windows Phone 8 SDKs.
    Added: Particle Demo to Unity Client SDK.

*** Version 3.0.1.18 (11.02.2013 - rev1998)
    Added: Optional per package CRC checksums to filter out compromised packages (avoiding more issues, compared to reading bad values).
    Added: PhotonPeer .CrcEnabled and .PacketLossByCrc to handle CRC and get the count of affected (incoming) packages.
    Note: Checking packages with CRC will take some computation time. Consider this an option to detect if/why someone's connection is bad. It's likely not good to be enabled by default.
Windows 8 RT & Windows 8 Phone:
    Fixed: Serialization of foat and double values. These caused exceptions when used in object-arrays.

*** Version 3.0.1.17 (19.12.2012 - rev1946)
    Added: New Platform: Mono 4 Android. Please check the Readme.txt for hints how to build the demo in Mono 4 Android.
    Changed: The referenced DotNet assemblies used by our libraries, which makes ours compatible with Mono 4 Android and others.
    Changed: The Particle Demo Logic to also handle events sent by JavaScript clients. In case these are used, the types used in event differ from what DotNet or other clients send.
    Changed: PhotonPeer.LocalTimeInMilliSeconds property now uses SupportClass.GetTickCount(). That method is using Environment.TickCount (which can be replaced if needed).
    Changed: Any place that directly used Environment.TickCount (as the way SupportClass.GetTickCount() gets the value can be replaced).
    Renamed: GetLocalMsTimestampDelegate is now: SupportClass.IntegerMillisecondsDelegate (rarely used if at all).

*** Version 3.0.1.16 (29.11.2012 - rev1923)
    Internal: A client timeout now internally sets connectionState to Zombie and then calls Disconnect() instead of stopping the connection right away.
    Changed: Disconnect() sends a disconnect-command in any case (except not connected or disconnecting). If the connection is not in state connected anymore, said command is unsequenced (unreliable) and the disconnect is locally executed immediately as call to StopThread(). As before, disconnecting and disconnected clients won't send this.
    Changed: Ping creation is now more strict and checks also if any reliable commands are outgoing AreReliableCommandsInTransit(). this avoids a few pings.
    Fixed: NullReference exception in StopConnection() if it's called before being connected for the first time (late object creation made this fail).
    Changed: PhotonPeer.LocalTimeInMilliSeconds property now uses SupportClass.GetTickCount(). That method is using Environment.TickCount (which can be replaced if needed).
    Changed: Any place that directly used Environment.TickCount (as the way SupportClass.GetTickCount() gets the value can be replaced).
    Renamed: GetLocalMsTimestampDelegate is now: SupportClass.IntegerMillisecondsDelegate (rarely used if at all).


*** Version 3.0.1.15 (27.11.2012 - rev1917)
    Note: Silverlight SDK release only!
    Updated: Silverlight projects with proper references (hopefully). In case you wonder: Some projects are included even though only their (source) files are linked in Silverlight. We can't reference DotNet projects directly, so we use the (shared) files instead.
    Updated: Silverlight Particle Demo now has a basic gui and hopefully helps with your first steps.

*** Version 3.0.1.14 (16.11.2012 - rev1891)
    Added: Interest Groups! In rooms, you might send events to an interest group, identified by a byte (255 groups are currently allowed). OpChangeGroups lets you add or remove groups you're interested in.
    Added: New platform! Welcome Windows 8 RT and Windows Phone 8. Both are "preview" releases but based on the stable DotNet basis we have.
    Note: The Windows Phone 8 SDK does not yet have a LoadBalancing demo but the API is available (Windows Phone 8 is separate from the still existing Windows Phone 7.1 SDK).
    Added: Another new platform: Playstation Mobile! This is Sony's SDK for mobile platforms. Find out more about it: www.playstation.com/psm
    Added: Silverlight 4 SDK is back. Now with LoadBalancing API (the demo implementation is not finished but the basic "logic" is running).
    Fixed: Windows Phone 7 and Silverlight TCP error handling while connecting to the server. This should fix issues with failing connects due to missing policy settings.
    Internal: Windows Phone 7 and Silverlight TCP connections now set their state a bit differently (this doesn't affect the workflow though).
    Internal: Http implementation now checks if a Proxy was set deliberately. Check is: (WebRequest.DefaultWebProxy as WebProxy != null).
    Internal: DispatchIncomingCommands() now avoids copying lists when checking for commands that need a repeat.
    Internal: SendOutgoingCommands() now re-uses a buffer to create UDP packages in before sending. This should save a lot of memory allocation.
LoadBalancing API:
    Added: New demo "Particle". You will notice it's similar to the "Realtime Demo" but LoadBalancing- and Cloud-compatible and it makes better use of the default features. Check out Particle "Logic".
    Added: LoadBalancingClient.DisconnectedCause to track certain disconnect causes (no matter if the connection or an operation caused the disconnect).
    Added: DisconnectCause enum to enumerate those disconnection causes.
    Changed: LoadBalancing OnOperationResponse() and OnStatusChanged() to track most disconnect reasons (in DisconnectedCause).
    Removed: LoadBalancing Connect() variants that essentially were duplicates of others.
    Changed: LoadBalancingClient debug output now goes to: Debug.WriteLine (which is available in debugger, while Console is not always).
    Changed: CacheProperties method is now virtual for Room and Player. This allows you to override it and use this as callback to update props.
    Added: Player.Tag to store arbitrary (game) data with the Player. Put in (e.g.) a player's representation/avatar or similar.
    Added: ErrorCode constants MaxCcuReached and InvalidRegion. These are important for the Photon Cloud.
    Added: Handling for DisconnectedByUserLimit. This is a status of OnStatusChanged when a Photon Server License's CCU limit is reached. This no longer will try to connect to a Game Server (where it gets rejected, too).
    Changed: Debug output of loadBalancingClient now goes to Debug.WriteLine (which is available in debugger).
    Changed: API now uses a factory method to create Room instances (this makes it possible to extend the Room class and instantiate the new class instead).
    Changed: The Player constructor now has an "actorProperties" parameter and will cache the provided properties. This makes sure actor-props are available locally.
Windows Phone 8:
    Added: Demo for Cloud / LoadBalancing. The Particle Demo only has a special WP8 GUI and links it's logic from a separate project (read: folder).
Windows 8 RT:
    Added: Demo "Phong", which is a simplified, basic multiplayer game. It's focus is to show how to sync data, not to make it super smooth and error free. Let us know any issues but bear with us as it isn't fully featured.

*** Version 3.0.1.13 (26.09.2012 - rev1731)
    Fixed: Internals of method DispatchIncomingCommands() for UDP. In some cases this removed commands from a dictionary inside a foreach loop (which causes an Exception due to changing the dictionary)
    Added: Support for Dictionary<,>[]. This is not a very lean way to send data (especially when using <object,object>) but if needed, it now works
    Changed: Replaced several foreach loops with for loops (it doesn't change usage but in Unity exports to iOS, foreach uses more memory than for)
    Added: Doc for public methods in Protocol class (they are useful to quickly write values into an existing byte-array)
    Fixed: Unity UDP send code: iOS 5 devices will kill a socket when the power button is pressed (screen locked). This case was not detectable by checking socket.Connected.
    Added: Unity UDP send code: Now tries to open another socket to refresh/keep the connection. This is affected by timeouts still, of course (as are all connections).
    Internal: locked usage of UDP / enet channels

*** Version 3.0.1.12 (26.07.2012 - rev1683)
    Changed: The DotNet client libraries are now Thread safe! You could start a background Thread to keep calling SendOutgoingCommands in intervals and still call it from a game loop, too
    Changed: Due to the thread safety, the demos no longer use excessive locks. This is now solved by the lib, more streamlined and hidden. One Thread is used instead of Timers (which could fire concurrently if execution was longer then their interval)
    Changed: Moved the enable/disable property fro NetworkSimulationSettings to PhotonPeer.IsSimulationEnabled (this should now be thread safe)
    Changed: NetworkSimulation will create and keep one thread when you first enable it in a (debug) client. Disabling it, will execute any delayed action immediately (in IsSimulationEnabled!) and pause the simulation thread
    Changed: All demos are updated. We assigned new event codes (starting at 0, like any developer's code should) and extended the comments. Check them out
    Changed: All Loadbalancing demos are now using the same DemoBasisCode linked in, so it can be changed in one position. Where needed an extension is made
    Updated: comments / documentation for LoadBalancing API, Lite API and basic Photon API (basically anything public)
    Changed: SupportClass.NumberToByteArray is now obsolete. It can be replaced with Protocol.Serialize() easily and that is performing better
    Fixed: Windows Phone UDP socket was sending a full package of zeros on connect. It didn't break anything but is not needed, of course.
    Fixed: SupportClass.StripKeysWithNullValues method was prone to throw an exception
LoadBalancing API:
    Changed: LoadBalancingClient.OpLeaveRoom() skips execution when the room is null or the server is not GameServer or the client is disconnecting from GS already
    Note: LoadBalancingClient.OpLeaveRoom() returns false in those cases and won't change the state, so check return of this method
    Fixed: workflow for authentication (which should be called only once per connection, instead of "any time we establish encryption)

*** Version 3.0.1.11 (05.06.2012 - rev1569)
    Fixed: Udp issue with channels and unreliable commands. Unreliable commands of one channel were discarded, when another channel had unreliable commands, too

*** Version 3.0.1.10 (04.06.2012 - rev1561)
    Fixed: TCP connection issues for DotNet and Unity (Silverlight and WindowsPhone are different)
    Fixed: DotNet+Unity TCP send calls with 0 bytes to send (this was ignored by the socket but useless anyways)
    Moved: DNS resolution and socket.Connect() are now handled in the connection thread (TCP in DotNet and Unity)
    Fixed: Issue with (TCP) socket connections being closed directly while connecting. in this case, socket.Receive() might receive 0 bytes instead of blocking until more bytes are available. without sending anything, the socket never updates its .Connected state and never throws a Exception. now we send a ping and thus trigger a exception
    Fixed: Some documentation errors (due to changed API, etc)
Loadbalancing API:
    Changed: LoadBalancingClient.OnEvent() now uses a join-event's actornumber-list to create Player instances for anyone who wasn't created as Player before
    Fixed: LoadBalancingClient.OnEvent() handling for join-event does not expect any actor/player properties anymore (which fixes a potential null-reference exception when not even a name is set)

*** Version 3.0.1.9 (10.05.2012 - rev1512)
    Fixed: Reference to project in Windows Phone SDK

*** Version 3.0.1.8 (09.05.2012 - rev1508)
    Fixed: The OpJoinRandom of the LoadBalancingAPI failed to filter rooms for their custom room properties. Instead, any room matched. This is fixed now.
    Added: New Demo for Windows Phone: Cloud Basics
    Changed: The loadbalancing / cloud-based demos are refactored to share a similar codebase

*** Version 3.0.1.6 (07.05.2012 - rev1489)
    Note: This is a "stable" release, containing only a few updates. The bulk of changes are in the "odd" numbered releases. Read those updates carefully.

*** Version 3.0.1.5
    Changed: adopted the even/odd version numbering system. versions ending on a odd number = intermediate/in-development version, even number = released (that makes 3.0.1.5 a intermediate)
    Fixed: When NetworkSimulation is disabled, all remaining packages are sent/received immediately (ignoring the former delays)
    Note: NetworkSimulation should be working nicely now. Be aware that sudden, additional lag might (!) lead to a disconnect. Play with the settings to find out which ones work for you
    Changed: Protocol class now has a few methods to (effectively) serialize some datatypes to arrays (and into existing arrays)
    Removed: Surplus public methods from Protocol that were "type-named" like SerializeFloat. The functionality is in still with overloaded methods
    Added: count of packages (requests) outgoing if TrafficStatsEnabled
Demo Realtime:
    Changed: The commandline arguments are now server:port, protocol (udp,tcp,http), reliable sending, interval dispatch, interval send, interval move. Example: localhost:5055 Udp false 15 25 15
    Changed: Demo Realtime: If the commandline sets an unknown protocol, the client shows a message and closes gracefully
    Changed: Demo Realtime: The demo now starts in the grid view (showing something). Local player and player list are created with the Game instance. Player startpoint is randomized.
Loadbalancing API:
    Renamed: LoadBalancingClient.lbPeer to .loadBalancingPeer
    Fixed: LocalPlayer.SetCustomProperties() usage
    Added: Service() method, which calls the LoadBalancingClient's Service simply
    Changed: LoadBalancingClient is no longer extending LoadBalancingPeer but instead using one
    Changed: the many overloads of Operations are gone in LoadBalancingPeer to streamline the api
    Changed: ActorProperties are no longer set via JoinRoom, JoinRandomRoom or CreateRoom. instead, set the properties in the LocalPlayer and let the LoadBalancingClient send and sync them where necessary
    Fixed: MasterClientId is now 0 when there are no more players in the room (it was set to int.max before)
Internal:
    Changed: all DispatchIncomingCommands now use a while loop to dispatch the ActionQueue (in the hope this is the fastest way to do it)
    Changed: DispatchIncomingCommands now looks for the received unreliable command with lowest unreliable seqNr to dispatch this
    Changed: DispatchIncomingCommands discards commands if the reliable OR unreliable sequence is beyond the command's sequences
    Changed: DispatchIncomingCommands now truncates the incoming unreliable commands to limitOfUnreliableCommands (if that's > 0)
    Changed: the next reliable command to dispatch is now fetched with Dictionary.TryGetValue() (for being faster)
    Changed: no longer using BinaryReader streams anywhere (this should improve speed and reduce mem usage)
    Changed: PeerBase accordingly
    Changed: Unit test MyType de/serialization now supports null-references (as 1 byte being 0)
    Changed: Protocol.SerializeOperationRequest is now used in the same way, no matter if request is "top level" or inside some other datatype
    Changed: the peer bases accordingly to use only one SerializeMemStream and lock it
    Changed: how encryption fits in to the new serialization (it is a special case, as only the operation bytes get encrypted)
    Added: Protocol.SerializeParameterTable() as requests, events and responses all use the same way to write their parameters
    Changed: SerializeOperationToMessage parameter order
    Changed: Order of Protocol methods to make more sense (from byte to more complex types for serialization)
    New: PhotonDotNet library prototype for windows 8 metro

*** Version 3.0.1.3 (13.04.2012 - rev1430)
    Known issues: The Network Simulation is currently not guaranteed to work properly. Please bear with us.
    Note: the following change might be a breaking one:
    Changed: When dispatching a server's disconnect-command, the state is changed to ConnectionStateValue.Disconnecting BEFORE any callback due to state change is called. This should disallow game-code from calling any operations immediately.
    Changed: Many internals. This should result in better performance
    Changed: Service() now calls SendOutgoingCommands() until send-queues are empty. This might take more time but gets important commands out. If you need more control, Service() can be replaced with DispatchIncomingCommands and SendOutgoingCommands!
    Added: null check to GetEndpoint() to avoid issues when the host address is null
    Fixed: queueIncomingCommand() debug out message when a command is being received AND in in-queue (the list it accesses is now a dict)
    Added: new "vital" stats to TrafficStats
    Added: LongestOpResponseCallback and LongestOpResponseCallbackOpCode (opcode and time of longest callback)
    Added: LongestEventCallback and LongestEventCallbackCode (event code and time of longest callback)
    Added: LongestDeltaBetweenDispatching and LongestDeltaBetweenSending to detect "gaps" between subsequent calls of those
    Added: DispatchCalls and SendOutgoingCommandsCalls to measure average call-rate
    Fixed: PeerBase.TrafficStatsEnabledTime now checks if a stopwatch is set, else it returns 0
    Fixed: TrafficStatsReset() now works as intended (starting a new stopwatch, too)
Internal:
    Changed: name of variable timeLastReceive. is now: timeLastAckReceive (better fit with what it does)
    Internal: queueOutgoingReliableCommand() to use a lock on the channel it accesses
    Internal: SerializeOperationRequest() now locks the MemoryStream while using it (avoids threading-issues with calling OPs)
    Internal: SendUdpPackage() now checks if socket is obsolete (and disconnected for a reason) or not. only if not, a error is logged
    Internal: EnetChannel now uses Dictionary and Queue for commands (should be faster to access)
    Internal: simplified access methods in EnetChannel according to changes
    Internal: outgoingAcknowledgementsList is now a Queue
    Internal: receiveIncomingCommands() no longer has a local variable sentTime. instead using this.serverSentTime directly
    Internal: UDP sending is now done with a synchronous socket call (profiling told us: this is cheaper)
    Internal: re-using the socket arguments for receiving packages (saves some buffer allocation)
    Internal: socket to non-blocking (maybe not possible on all devices)
    Removed: initial-HTTP-protocol support (HTTP support not public yet)
    Added: support for encryption with HTTP protocol

*** Version 3.0.1.2
- Added: Rooms now have a "well known" property to list the custom properties that should be available in the lobby. This can be set per room (but most likely makes sense per title/application).
- Added: LoadBalancingClient.OpCreateRoom() has a new parameter "propsListedInLobby" and Room.PropsListedInLobby is available to check this list (if needed at all).
- Added: GameProperties.PropsListedInLobby as "well known property" key
- Changed: LoadBalancingPeer.OpCreateRoom now sets ParameterCode.CleanupCacheOnLeave to true by default. This makes the server clean a player's event cache on leave.
- Added: SupportClass.DictionaryToString() will now print values of string[] and optionally leaves out type information.
- Note: 3.0.1.1 didn't get it's own SDK, so read that version's changes, too

*** Version 3.0.1.1
- Added: PhotonPeer.TrafficStatsElapsedMs, which gives you the milliseconds that the traffic stats are enabled. This internally uses a stopwatch (for now) which might not be available on all platforms. Please report if this new SDK causes issues.
- Added: PhotonPeer.TrafficStatsReset() to reset the traffic stats and the timer. This could be useful to get stats of "in game" versus "out of game". Note: Loadbalancing includes frequent server-switching and each disconnect/reconnect causes a reset.
- Changed: In LoadBalancingPeer EventCode.SetProperties is obsolete and replaced with EventCode.PropertiesChanged. Please switch to new constant.
- Added: Support in LoadBalancingAPI for Player.IsMasterClient. For this, the Players now get a RoomReference set (when added). The active player with the lowest ID is the master (per room).
- Added: Room.MasterClientId, which is updated when new players are added or the current master is removed.
- Added: SupportClass.DictionaryToString() has an overload which doesn't "print" the Type per key/value.
- Added: Loadbalancing API overload for OpJoinRandomRoom(...) taking additional parameter 'playerProperties'
- Added: Loadbalancing API CacheProperties() and Room.GetPlayer() are public now
- Added: LoadBalancingClient will now handle ExceptionOnConnect and keep clients from re-connecting if establishing a connection fails
- Note: The following changes affect only HTTP, which is an upcoming option for connections. So far, the public server SDKs don't support this. Feel free to contact us about it.
- Added: setter for PhotonPeer.ServerAddress to allow setting a http url (even while connected)
- Added: PhotonPeer.HttpUrlParameters setting parameters to be added to end of url (must begin with '&')
- Added: HttpUrlParameters to PeerBase
- Added: HttpUrlParameters is now attached to the end of a URL in http usecase
- Added: "Http2" support to Unity library
- Internal: method HttpBase.ConnectAsync is no longer needed and Request() is now directly passed to thread

*** Version 3.0.1.0
- Added: Loadbalancing (Cloud) Features
- Added: Project with the Loadbalancing sourcecode for DotNet, WindowsPhone and Unity3d (usable without PUN)
- Added: Initial, simple Loadbalancing demos for each platform (will update and extend those)
- Note: The API of the client libraries didn't change. The new features were added on top of the known API
- Added: VS2010 solutions for DotNet and Windows Phone SDKs containing the demos and APIs in the package
- Added: readme.txt with initial help to setup the Cloud/Loadbalancing demos
- Added: default appId for Loadblanacing demos: "<insert your appid here>"

*** Version 3.0.0.10
- Added: When UDP StartConnection (internal method) fails, callbacks to OnStatusChanged(StatusCode.Disconnect) are now done additionally to the SecurityExceptionOnConnect and ExceptionOnConnect calls. This happens direcly inside PhotonPeer.Connect()!
- Changed: When Unity UDP implementation fails to connect due to missing DNS resolution, it now also calls OnStatusChanged(StatusCode.ExceptionOnConnect)
- Removed: StatusCode.Exception_Connect value (obsolete, replaced by ExceptionOnConnect, same value)
- Fixed: Http connections (DotNet & Unity) now skip results while in disconnected state
- Fixed: Http connections (DotNet & Unity) now ignore results after a disconnect and reconnect was done (this applies only to HttpBase, not HttpBase2)
- Fixed: misleading debug out (pointing to WindowsPhone while the class is now in general use)
- Changed: DotNet UDP connection now only logs socket errors if the connection isn't obsolete (disconnected) already

*** Version 3.0.0.9
- Fixed: issue with HTTP connections and EstablishEncryption()
- Changed: ActionQueue is now a Queue<MyAction>, allowing Dequeue in a while loop instead of foreach(i in list) and clear()
- Changed: Unity HttpBase DispatchIncomingCommands() to make use of the queue
- Fixed: init byte[] length (internal. did not have consequences)
- Fixed: LitePeer OpRaiseEvent() was sending encrypted
- Internal: ContainsUnreliableSequenceNumber() check if reliable list needed sorting
- Fixed: Unity/Silverlight bug with encryption. Their implementation of BigInteger.GetBytes() failed when the 2nd, 3rd or 4th of the first 4 bytes was 0 but the previous wasnt. This led to incompatible secrets.
- Changed: TCP socket sending debug output now checks debuglevel (when send is skipped, cause the sender is obsolete already)
- Added: caching option RemoveFromRoomCacheForActorsLeft = 7
- Internal: Added another http-based communication protocol. Please note: The fitting server's are not yet publicly released. This does not affect UDP or TCP protocols.

*** Version 3.0.0.8
- Fixed: Udp fragment reassembly in case fragments are received out of order and incoming queue was not yet sorted
- Fixed: Handling of incoming reliable commands (udp) which were skipped in some cases, if not received in order
- Fixed: Network simulation issue which caused lost incoming commands
- Fixed: Demo Realtime. protocol is now again Udp, fitting the default server address "localhost:5055" (make sure to build the demo with your server's address if Photon is not on the same machine)

*** Version 3.0.0.7
- Changed: Udp socket usage for Unity 3d lib. Both threads (send (in game loop) and receive (separate)) now have minimal locks while using the socket
- Fixed: SendOutgoingCommands now returns true if anything didn't make it into the outgoing UDP package
- Internal: TCP connections also skip network simulation when it's turned off

*** Version 3.0.0.6
- Fixed: SendOutgoingCommands now returns true if commands are remaining in outgoing queues (UDP only sends one package per call, TCP will send anything outgoing).
- Added: New "RoomCache" for Events. The EventCaching enum allows you to use it. Events in this cache will keep the order in which they arrived in the server. A filter makes deleting them very flexible.
- Internal: Ability to make lib send only ACKs and nothing else. This is probably a temp solution as it might be better to make sending and calling ops completely thread safe.
- Internal: PhotonPeer.IsSendingOnlyAcks, which is locked with the sending (not changing while sending). This makes SendOutgoingCommands() thread safe, which is good if you need a separate thread to keep connection. You could call operations while sending.
- Internal: Unity3d's connection now also syncs socket usage

*** Version 3.0.0.5
- Fixed: ObjectDisposedException in DotNet UDP workflow. This was caused by disconnecting while incoming data was processed (and before the next datagram was accepted)
- Added: PhotonPeer.LimitOfUnreliableCommands property. This helps you skip potentially "outdated" unreliable commands (events), which helps if you couldn't dispatch for a while
- Internal: Minor performance improvements. Example: The check if network simulation is turned on is done earlier in the workflow, which avoids a bit of overhead

*** Version 3.0.0.4
- Fixed: Tcp connections have been throwing ArgumentNullException in DispatchIncomgingCommands() if they were not connected yet
- Internal: Adjusted Http client to server rev2360

*** Version 3.0.0.3 RC2
- Internal: Communication with HTTP server is WIP (Work In Progress - not a publicly available feature)

*** Version 3.0.0.2
- Fixed: OpRaiseEvent overload with EventCaching and ReceiverGroup parameters was not sending the customEventContent as expected. This was always null.
- Fixed: Time fetching case where no time was accepted. Servertime is now accepted, if the fetch-time-command was less or equal as the current roundtrip time. Avoids issues if rtt is exceptionally low immediately.
- Internal: When using multiple channels, dispatching incoming commands now will continue with the next channel, if one doesn't yet have the next reliable command (reliable sequence of one channel does not affect others)
- Internal: Changed protocol for TCP and message headers. This will support bigger message sizes. Also changed debug out related to unknown headers.
- Internal: Changed handling of TCP receive-callbacks for unfinished messages in Silverlight and WP. This should fix handling of very big data that's received in multiple "chunks"
- Internal: Http messages are now deserialized the same way that content in tcp or udp is handled

*** Version 3.0.0.1 RC1
- Fixed: Packaging of SDK now includes all files in demo folders, except a list of ignored file-endings (xaml and jpg files were missing in previous Silverlight and WindowsPhone SDKs)

*** Version 3.0.0.0 RC1
- Changed: Filenames! Now include a '3' for Photon v3. Update your references! Also, Silverlight libraries now use "Silverlight" in the filename (was: SL)
- Changed: Versioning. A dll's version has now 4 digits. The first 2 match Major and Minor number of the Server SDK. The latter 2 are Release and Build respectively
- Changed: Silverlight DataTypes (like Hashtable) are now in namespace ExitGames.Client.Photon. This is easier to include (as that namespace is in "using" in most cases)

*** Version 6.4.5
- Changed: Parameters for OpCustom are now of type Dictionary<byte, object>, making sure that only byte-codes are used for parameters
- Changed: Most IPhotonPeer names (to match those in server code): EventAction -> OnEvent, OperationResult -> OnOperationResponse, PeerStatusCallback -> OnStatusChanged
- Added: SupportClass.DictionaryToString(), which converts the content to string (includes support for Hashtables)
- Moved: Definitions of Lite and Lite Lobby specific codes for Parameters, operations and events are now in LitePeer. Will be available as source and could be replaced
- Changed: Usage of codes in Lite and Lite Lobby. Now pre-defined codes are starting at 255 and go down. Your events, operations and operation-parameters can now start at 0 and go up without clashing with pre-defined ones
- Changed: Constants that are non-exclusive (like event codes and OpKeys, which can be extended) are no longer "defined" as enums but as class of const byte values. Less casting but also less convenient "name" representation in debug output
- Added: LiteEventKey.CustomContent as key to access the content you sent via OpRaiseEvent ("Data" seems a bit misleading but is also available)
- Changed: Namespace of LitePeer to ExitGames.Client.Photon.Lite (the Lite-specific class is still compiled into the library for convenience but can be ignored quite easily this way)
- Added: Property MaximumTransferUnit. The default is 1200 bytes. Usually this is ok. In few cases, it might make sense to lower this value to ~520, which is commonly assumed the minimum MTU. Don't change this, if you don't know why.
- Added: New classes to wrap up op-requests (OperationRequest), op-results (OperationResponse) and events (EventData). Those new classes are now used in callback methods OnEvent and OnOperationResponse
- Changed: by using the new classes (note above), the client is a bit more like the server in its naming. We didn't want to change every last bit though.
- Internal: Changed protocol (to 1.6) so that it does not require any parameter codes internally. Any application can now define any operation, parameter and event codes it wants to.
- Changed: Encryption is now triggered by you and resolved by the library. You don't have to look out for the result of EstablishEncryption and use it. Instead: wait for OnPeerStateChanged call with either EncryptionEstablished or EncryptionFailedToEstablish
- Removed: InvocationId. This concept was very rarely used but confusing. It's easy to implement, if needed. If you don't know what this means: Nevermind.
- Changed: Operation calls now return bool: if they could be enqueued or not. If enqueued (cause you are connected and the data was serializable), then SendOutgoingCommands will send those operations (as before).
- Added: Support to de/serialize Dictionary<T1,T2>. If the types are more specific than object, the serialization writes the type-code only once (lean byte usage in protocol)
- Added: Support to de/serialize null. Enables you to send a null value, e.g. in a Hashtable
- Added: ReceiverGroup enum to select a range of players that get an event via Operation Raise Event
- Added: Event Caching. Any event sent via RaiseEvent can now be buffered on the server side and is "repeated" when a new player is joining a room. This is similar to Properties but lets you categorize your info better and works just like regular events, too.
- Added: EventCaching enum to select if an event is to be cached and how it's cached: either "not at all" (default), replacing anything cached so far (fast) or "merge" (which will add new and replace old keys with new values). Optionally, a event can be raise with option "remove".
- Added: new overload of OpRaiseEvent() with the two new parameters noted above
- Added: Support for custom de/serializer methods. By writing 2 methods to convert a object into a byte-array (and back from that), Photon now supports any custom object type (standard datatypes are still supported out of the box)
- Added: PhotonPeer.RegisterType() to register serializer and deserialize methods for a certain type. Per object, a length and one byte 'type code' are added to the serialized data
- Added: Support for non-strict object[]. Unlike strictly-typed array, here each element will carry its own type.
- Note: If you want to use the new Custom Types or the object[], you have to update your server! Older Servers don't support the new features. As long as you don't use these features, the library is compatible with previous servers.
- Added: ByteCountCurrentDispatch and ByteCountLastOperation properties to PhotonPeer (the ancestor of LiteGame, etc). A game can now access the size of operation-results and events as well as operation-call size.
- Added: Traffic statistic set: PhotonPeer.TrafficStatsGameLevel as "high level" game-related traffic statistic. Counts bytes used by operations, their results and events. This includes overhead for these types of messages, but excludes connection-related overhead
- Added: Traffic statistic set: PhotonPeer.TrafficStatsIncoming and PhotonPeer.TrafficStatsOutgoing as low level statistics of the traffic
- Added: PhotonPeer.TrafficStatsEnabled which enables two sets of traffic statistics. By default, statistics are turned off.
- Added: Classes TrafficStats and TrafficStatsGameLevel for the two statistic cases metioned above
- Changed: NetworkSimulation now starts a Thread when it becomes enabled and the thread ends on simulation disable. Disable the NetworkSimulation to stop the thread, as Disconnect does not change the simulation settings!
- Internal: Cleanup and renaming of several properties
- Internal: Each new peer increases the PeerCount but it is no longer reduced on disconnect (it is existing still, after all)
- Internal: Udp commands will be buffered when serialized. This saves some work when re-sending a reliable command
- Added: TCP Routing code (not in Silverlight). To be used when running Photon on Azure (can be ignored in regular use)
- Added: to StatusCode: TcpRouterResponseOk = 1044, TcpRouterResponseNodeIdUnknown = 1045, TcpRouterResponseEndpointUnknown = 1046 and TcpRouterResponseNodeNotReady = 1047,
- Added: override for PhotonPeer.Connect() with node
- Internal: DotNet now reads the 2 bytes routing response, if a routing request was made (also, not in Silverlight)
- Internal: If TConnect sent a routing request, nothing else will be sent until 2 bytes response are read.
- Internal: If the routing-response does not start with ProxyResponseMarkerByte = 0xF1, a debug message is enqueued and TCP will disconnect
- Internal: Init request for TCP is now always enqueued instead sent directly. This way, it can be delayed if a routing node is selected
- Internal: TPeer EnqueueInit() and SendProxyInit() now create init and routing request respectively
- Internal: TConnect.sendTcp() checks isRunning before it tries to send (the socket might close before the NetSim does). This won't be an issue anytime, still INFO-level callback to DebugReturn is done.
- Removed: debug out for "send package" situation (even on ALL-level, this is more or less spam)
- Internal: updated version numbers of init to 6.4.5
- Changed: SupportClass HashtableToString() returns "null" if parameter is null
- Internal: Removed SortedCommandList and CommandList classes. Replaced by List<NCommand> and a Sort() where necessary
- Internal: EnetPeer.channels is now a Dictionary<byte, Channel> instead of a SortedList
- Internal: the channels are initialized with channel 0xff first - this makes 0xff high prio in all foreach usaged
- Internal: NCommand class is now IComparable<NCommand> for usage in Sort()


*** Version 6.4.4
- Added: PhotonPeer.TimestampOfLastSocketReceive now provides the time when something was received. Can be used warn players of bad communication-timing even before the disconnect timeout will be happening
- Fixed: OpGetPropertiesOfActor did use the actorNrList correctly, which always got you all properties of all players

*** Version 6.4.3
- Changed: A udp connection timeout in Unity will now end the socket-handling thread correctly
- Changed: The thread for Network simulation is now stopped when the client disconnects and started on connection (instead of keeping it per peer)
- Fixed: Exceptions in network simulation, when Disconnect() was called soon after Connect() but before the connection was established.

*** Version 6.4.2
- Fixed: It was possible to send PhotonPeer.FetchServerTimestamp() before being connected properly. Now the method triggers debug output (INFO level) and the callback PeerStatusCallback(StatusCode.SendError)
- Internal: Added a lock in the UDP version of SendOutgoingCommands(). It's still illegal to access a peer from multiple threads but the follow-up issues this lock avoids are very difficult to track.
- Internal: to stay compatible with all exports of Unity, the use of System.Threading.Interlocked.Exchange was replaced by simply replacing the list's reference instead

*** Version 6.4.1
- Changed: The Unity library now uses the WWW class for Http based requests. Results are checked within DispatchIncomingCommands(). Important: Unity allows handling WWW requests only on the MainThread, so dispatch must be called from this context!
- Note: Photon does not support Http requests out of the box. Customers get access to a fitting server on demand
- Changed: outgoing list is now replaced on send, instead of calling remove(0) repeatedly (which takes longer). Internal: this uses System.Threading.Interlocked.Exchange to switch to a new outgoing list in one step

*** Version 6.4.0
- Fixed: TCP handling of incoming data. This avoids loss of data (operation-results or events) when a lot of data is incoming.
- Changed: PeerStatusCallback() is less often called for queue-length warnings (e.g.: StatusCode.QueueIncomingReliableWarning). Only if a queue has a multiple of PhotonPeer.WarningSize items.
- Changed: WarningSize is now 100 by default
- Changed: Description of PhotonPeer.WarningSize and PhotonPeer.CommandBufferSize, which really is just the initial size of any buffer. The warnings are there to avoid situations where all heap is used up.
- Changed: Naming: StatusCode.Exception_Connect is now Obsolete and replaced with StatusCode.ExceptionOnConnect
- Added: Missing summary for StatusCode.SecurityExceptionOnConnect
- Added: NetworkSimulationSet.ToString override to provide a better overview
- Added: Support for arrays of Hashtables

*** Version 6.3.1
- Fixed: Network simulation now delays incoming packages by IncomingLag and IncomingJitter as expected (it was using the outgoing values, too)

*** Version 6.3.0
- Added: Network simulation (lag, jitter and drop rate) to debug builds
- Added: class NetworkSimulationSet with properties to control network simulation
- Added: NetworkSimulationSettings.NetworkSimulationSettings property to get current simulation settings
- Changed: only the first peerId of a VerifyConnect is accepted in client (avoids surplus peerID changes)
- Internal: added PeerBase.SendNetworkSimulated() and PeerBase.ReceiveNetworkSimulated() and a Thread to run delay simulation
Siverlight:
- Updated: to Silverlight v4.0
- Added: Encryption to Silverlight library
- Internal: updated internal BigInteger class for Silverlight
- Internal: DiffieHellmanCryptoProvider in Silverlight, so it uses AesManaged instead of Rijndael (which is not part of Silverlight 3)
- Added: Stopwatch class to DataTypes.cs (for Silverlight only)

*** Version 6.2.0
- Added: "Demo LiteLobby Chatroom" to Unity SDK
- Updated: Demo Realtime in Unity client SDK. It's still compatible with the demo on other platforms but cleaned up and much better commented
- Updated: Documentation is now clearer on where the Lite logic is used (it runs on Photon but is not the only application logic)
- Updated: Documentation for the enumerations in IPhotonListener. The Lite application based ones are better described and it's now clear which ones are essential to the Photon client (not only in Lite)
- Updated: Documentation in several other places
- Added: StatusCode.SecurityExceptionOnConnect which is thrown if a security exception keeps a socket from connecting (happens in Unity when it's missing a policy file)
- Added: PhotonEventKey and PhotonOpParameterKey which contain the fixed byte keys that cannot be re-assigned by applications at will (as these keys are used in the clients and server in their respective context)
- Change: PhotonPeer.PeerState is no longer a byte but of type PhotonPeer.PeerStateValue, which makes checking the state simpler. The PeerStateCallback() for state changes is still called as before.
- Changed: Property PhotonPeer.PeerState. It now converts the low level ConnectionStateValue to a PeerStateValue, which now includes a state InitializingApplication. See reference for PeerStateValue.
- Changed: PeerStateValue enum is now part of the ExitGames.Client.Photon namespace, making it more accessible
- Internal: NConnect in DotNet and Unity to catch security exceptions
- Internal: from using var to explicit type usage in DiffieHellmanCryptoProvider.cs (Mono Develop friendly)
- Internal: made const: ENET_PEER_PACKET_LOSS_SCALE, ENET_PEER_DEFAULT_ROUND_TRIP_TIME and ENET_PEER_PACKET_THROTTLE_INTERVAL
- Internal: PeerBase "PeerStateValue peerState" is now: "ConnectionStateValue peerConnectionState" (holding the low level connection state, nothing more)
- Internal: added PeerBase.ApplicationIsInitialized, which stores if the init command was answered by Photon (reset on connect/disconnect)
- Removed: PhotonDemoServerUrlPort and PhotonDemoServerIpPort of PhotonPeer. All demos now use "localhost:5055" and you should run your own server.
- Added: enum ConnectionProtocol to get rid of the "useTcp" parameter in the PhotonPeer constructor (which was less clear than the explicit enum now in use)
- Added: overload of PhotonPeer constructor, which is still compatible with the "useTcp" bool parameter (to avoid a breaking change for the time being)
- Added: PhotonPeer.UsedProtocol property to find out this peer's protcol
- Added: LitePeer.OpLeave() overload without the gameName parameter. That name is not checked in the Lite application (on the server), so it's not really needed

*** Version 6.1.0
- Added: Encryption for Unity and DotNet. Operations (and their responses) can be encrypted after exchanging the public keys with the server
- Added: OpExchangeKeysForEncryption(), DeriveSharedKey() and IsEncryptionAvailable to PhotonPeer (and LitePeer inherits these)
- Added: OpCustom() will throw an ArgumentException if the operation should be encrypted but keys are not yet exchanged (exchange keys first)
- Added: LiteOpCode.ExchangeKeysForEncryption = (byte)95
- Added: Overloaded PhotonPeer.OpCustom() with new "encrypt" parameter
- Added: property PhotonPeer.IsEncryptionAvailable is true if public-keys are exchanged and the secret is compiled from them
- Added: Encryption demo to Realtime Demo. Press E to exchange keys and R to toggle encrypted sending for the move data (even though events are never encrypted)
- Changed: PeerBase methods: sendOperation()->EnqueueOperation(...,encrypt), updateRoundTripTimeAndVariance()->UpdateRoundTripTimeAndVariance()
- Updated: the Unity client is now a Unity v3.1 project. Make sure to change the server address before you build for iPhone (localhost:5055 won't work on the mobile)
- Removed: the outdated, separate iPhone demo (was: Unity v1.7 for iPhone)
- Updated: PhotonPeer documentation for Service(), DispatchIncomingCommands() and SendOutgoingCommands()
- Added: OpRaiseEvent() overload with parameter TargetActors. Sends optional list of actors that will receive the event (if null, all *other* actors will receive the event, as default)
- Internal: Added source BigInteger.cs, DiffieHellmanCryptoProvider.cs and OakleyGroups.cs
- Internal: PeerBase.CryptoProvider, PeerBase.ExchangeKeysForEncryption() and PeerBase.DeriveSharedKey()
- Internal: EnetPeer.initPhotonPeer() and TPeer.initPhotonPeer() are setting PeerBase.isEncryptionAvailable = false
- Internal: De/Serialization methods (and some variables for it) are moved from NConnect to PeerBase and renamed to: SerializeOperationToMessage() and DeserializeMessageAndCallback()
- Internal: switched project to allow "unsafe" functions (used by BigInteger)
- Internal: renamed PhotonPeer.sendOperation()->EnqueueOperation
- Internal: changed assembly version to 6.1.0 and "client version" in init-byte-block to 6,1,0
- Internal: moved protocol handling to EnetPeer and TPeer classes (where encryption is added)
- Internal: moved InitBlock to (shared) PeerBase (same for UDP/TCP)
- Internal: serialization is now done by Protocol.SerializeOpParameters(), which excludes the message header. this makes encryption simpler

*** Version 6.0.0
- Changed: This library requires Photon v2.2.0 and up! (in other words: the libraries are not compatible with older Photon servers, due to servertime changes)
- Added: Support for arrays in arrays. Any serializable datatype can now be used in nested arrays. Even arrays of Hashtables are possible.
- Added: Realtime Demo optional command line arguments for game config. set all or none: serverAddress, useTcp (true/false), useReliable (true/false), int intervalDispatch, intervalSend (ms), intervalMove (ms)
- Note: Realtime Demo commandline might look like this: start demo-realtime.exe localhost:5055 false true 5 25 100
- Changed: renamed GetLocalMsTimestamp property to LocalMsTimestampDelegate (it does not have a getter, despite the old name's implication)
- Added: PhotonPeer.LocalTimeInMilliSeconds property to use the timestamp delegate to get the current client milliseconds (by default this is Environment.TickCount)
- Changed: UDP: The default value for PhotonPeer.RoundTripTime (300ms, used before connecting) is now replaced with the turnaround time of connect. This should lead to accurate RTT values much sooner
- Changed: PhotonPeer.ServerTimeInMilliSeconds is no longer updated all the time. Instead it's fetched soon after connect (when initialization won't affect rountrips anymore) and extrapolated. It should be better to be off by a constant value than by a changing value
- Changed: PhotonPeer.ServerTimeInMilliSeconds now returns 0 until the server's timestamp is fetched. Updated the documentation with some internals for this.
- Added: PhotonPeer.FetchServerTimestamp() to send the time fetch command (this is done automatically as well. this method is here for completeness)
- Fixed: roundtrip time calculation is no longer affected by long intervals between Service() or DispatchIncomingCommands() calls (bug of v5.9.0, caused by internal action queues)
- Added: internally for UDP, we use a new command to fetch the timestamp which minimizes the latency for that roundtrip. this one is excluded in roundtrip time measuring
- Changed: internal: ACKs by the server are again directly executed (other commands which are put into the action queue and dispatched)
- Fixed: Peers with TCP as protocol will no longer try to disconnect while not being connected (does not do anything of disconnected or disconnecting)
- Changed: Peers with TCP as protocol will clear the outgoing queue when disconnect() is called (while connected. see fix above)
- Updated: Silverlight Realtime Demo slightly
- Added: PhotonPeer.Listener property to give subclasses access to the IPhotonPeerListener (set in constructor). Can be useful to call Listener.DebugReturn()
- Added: LitePeer-Source.cs to demo-realtime. This is the source of a LitePeer and could be used as sample to create custom operations on the client side

*** Version 5.9.0
- Release: of changes in 5.7.6 and 5.7.5

*** Version 5.7.6
- Fixed: a debug output line for TCP connections which did not heed the debug-level.
- Changed: PhotonPeer uses less locking internally and will handle incoming data in the game thread (inside DispatchIncomingCommands() or Service()).
- Changed: Internally, all commands are put into a (locked) queue which is processed within DispatchIncomingCommands(). Your dispatch interval affects local lag but not the PhotonPeer.RoundTripTime value.
- Note: Don't use a peer from multiple threads! It's not thread safe. All callbacks to IPhotonPeerListener methods are happening in your game thread (again: inside DispatchIncomingCommands()).
- Changed: removed locks inside the callbacks (according to above change).
- Changed: DNS resolution is now done in Connect() unless you provide a valid IP address (if IPAddress.Parse(address) is successful, the IP is used directly).
- Fixed: PhotonPeer.Connect() should fail if the IP is unknown or unavailable. Exception: using a localhost might succeed but fail when we try to receive anything.
- Updated: Game.cs now initialized the timing intervals. This avoids issues if the client system is having a negative TickCount.
- Added: ServerAddress property to PhotonPeer, which might help while developing with several servers and peers.
- Changed: This version includes GetLocalMsTimestampDelegate and the PhotonPeer property GetLocalMsTimestamp to set the delegate for local timestamp.

*** Version 5.7.5
- Changed: All precompiled demos now connect to localhost! From now on, you need to run Photon before trying any of the demos (as we don't guarantee that udp.exitgames.com is online anyways)
- Changed: OpCustom() now accepts null as parameter Hashtable, which is a shortcut to "no parameters" for simple operations (an empty hashtable is sent though, it does not reduce bandwidth)
- Added: new feature: UDP timeout definition by setting PhotonPeer.DisconnectTimeout (individual per command, set in milliseconds, checked when a command is repeated)
- Renamed: enum ReturnCode to StatusCode. The StatusCode values are only used for status callbacks (not as operation results)
- Changed: parameter type of PeerStatusCallback() from int to StatusCode (to differentiate them from operation ReturnCodes, which are customizable)
- Removed: StatusCode.Ok (as it was actually an Operation ReturnCode)
- Added: new StatusCallback value: StatusCode.SendError. Used for sending error cases: "not connected" and "channel not available"
- Changed: sendOperation() (Udp and Tcp) does not throw an exception while disconnected or for wrong channel (using StatusCode.SendError instead)
- Changed: callback DebugReturn() now has the additional parameter (DebugLevel)level, analog to logging
- Changed: UDP connection is disconnected when a read exception happens (before we tried to read despite this until a timeout ended it)
- Changed: EnetPeer.Disconnect() now ignores calls when peer is disconnected or disconnecting already
- Fixed: TCP code tried to detect socket issues by checking for IOExceptions but now checks SocketException instead
- Changed: internal threading: Callbacks due to incoming packages and commands are now queued and triggered by dispatch (in game loop)
- Changed: dispatch of action-queue as added to DispatchIncomingCommands (in EnetPeer and TPeer)
- Changed: internally, there is no locking for outgoing reliable and unreliable command lists anymore
- Changed: Realtime Demo timer usage to avoid nullref on form-close
- Changed: Realtime Demo propety isReliable is now in the Player class
- Changed: Game.cs and Player.cs for all realtime demos. There is now something like a gameloop (Update()) which must be called regularly and makes (pretty) sure just one thread accesses the peer
- Changed: all realtime demos to use the new Update() method and use more similar Game and Player classes (cleanup for less differences)
- Fixed: RoundtripTimeVariance is now also reset on connect / init, so the resend-timing of reliable udp does not suffer when a peer connects after a disconnect
- Fixed: typo in ExitGames.Client.Photon.StatusCode.QueueIncomingUnreliableWarning (was QueueIncomingUneliableWarning)

*** Version 5.7.4 RC3
- Changed: Unity3D lib again has it's own UDP handling (the DotNet one causes browser crashes on web-player exit)

*** Version 5.7.3 RC3
- Changed: Unity3D lib is now identical to DotNet lib (Unity iPhone is compatible with DotNet 2.0 now and this got tested)
- Fixed:   DNS resolution (did not work for "localhost", which gave two results (IPv4 and IPv6), mixing up things

*** Version 5.7.2 RC3
- Changed: Unity3D lib: the receive thread will now receive until no data is available, then sleep 5ms and check again
- Changed: serverTime is now a signed int (as on server) and adds averaged rountripTime/2 when it gets an update
- Changed: ServerTimeInMilliSeconds doc (more concrete, explains how server time works)
- Added: support for serverTime, RountripTime and RoundtripTimeVariance when using TCP (Silverlight does not allow UDP)
- Added: Silverlight supports either URL:Port and IP:Port as server url string

*** Version 5.7.1 RC2
- Added: DotNet "Lobby Demo" which uses the "LiteLobby" application of the server SDK to show running games and their player-count
- Changed: the realtime demos to use the more similar Game and Player classes

*** Version 5.7.0 RC1
- Added: documentation: project for Silverlight Hashtable and ArrayList substitutes.
- Changed: RealtimeDemo uses same classes Game and Player for Unity3 + Silverlight
- Changed: Silverlight: Hashtable and ArrayList are now a separate project / lib
- Internal: Silverlight: listener interfaces (Photon and Neutron) now conditionally use ExitGames.Client datatypes from lib
- Changed: Photon: connect callback is now deferred to on-init-response (instead of enet-connect) which ensures "no ops before init"
- Changed: Unity Realtime demo: using game and player classes merged over from silverlight and re-wrote sample code to display players
- Internal: photon projects now have a pre-compile setting "Photon"
- Changed: SupportClass Namespace is now compiling into either ExitGames.Client .Photon or .Neutron (to avoid ambiguation)
- Added: LitePeer as Lite Application specific peer (with OpJoin and the rest)
- Changed: demos accordingly
- Changed: case of PhotonPeer methods to first-letter-is-uppercase (as usual in C#)
- Removed: nNet-prefix (Connect and Disconnect are self-explanatory)
- Renamed: PropertyTypes are now LitePropertyTypes (as they belong to the Lite application)
- Changed: Peer state constants with PS_* converted into enum "PeerStateValue"
- Removed: URL_RT_SERVER, URL_RT_SERVER_DEV, IP_RT_SERVER and IP_RT_SERVER_DEV
- Added: PhotonDemoServerUrlPort and PhotonDemoServerIpPort
- Renamed: NPeer to PhotonPeer
- Renamed: PhotonPeerListener to IPhotonListener (class and file)
- Changed: namespace from Com.ExitGames to ExitGames and ExitGames.Client, ExitGames.Client.Photon and ExitGames.Client.Neutron
- Removed: QueueOutgoingUnreliableError, QueueOutgoingAcksError, QueueIncomingReliableError, QueueIncomingUneliableError, QueueSentError (no errors, only warnings)
- Removed: error "report" when TCP incoming queue getts fuller
- Internal: updates Neutron part to run with Protocol.cs de/serialization (added a serializeParametersNeutron() as there are multiple differences to UDP part)
- Changed: projects and scripts to build documentation xml in debug builds
- Renamed: demo-photon-SL to demo-realtime-SL (according to other demo realtime implementations)
- Changed: many classes and properties are now internal. e.g. Protocol, EnetChannel, EnetPeer (and inner classes), TPeer, SuppportClass.ReadInput()
- Updated: AssemblyInfo.cs for photon dotnet and silverlight
- Internal: projects to have precompile-flags also in release builds
- Updated: build scripts for SDK building
- Removed: Compact Framework support

*** Version 5.6.1
- Fixed: 0 element arrays caused bugs
- Fixed: double type was cast incorrectly after being read

*** Version 5.6.0
- Added: more supported datatypes: float, double and arrays of all basic datatypes (no arrays of hashtable or arrays)
- Internal: changed Photon protocol internally to 1.5. (needs a server update to Photon Server SDK 1.6.1+)!
- Changed: Channels for Photon UDP are now priorized (from low to high) getting the lower channels out first
- Internal: switched de/serialization at several places from manual shifting to a support function, which should provide endian-correctness (Photon Unity PPC compatibility)
- Added: Unity info about "Application.runInBackground = true;" to Unity Appendix in doc
- Changed: Photon return values are put into a NEW hashtable on receive. not just a cleared one which was not reference-safe (no more need to deep-copy the data of events)
- Added: Photon support for "disconnect-reason" which is sent by server in the enet "reserved" byte
- Added: Photon ReturnCode.DisconnectByServerUserLimit and .DisconnectByServerLogic
- Removed: NPeer.IncomingReliableCommands (was more or less useless)
- Added: QueuedIncomingCommands and QueuedOutgoingCommands as metric for how effective send and dispatch is done
- Changed: now throwing exceptions when trying to set init-values at runtime (to be fixed at development-time)
- Added: doc for sequencing and updated channel doc, (too) short chapter on custom operations, topic "opCodes: byte versus short", doc for property-related functions
- Added: overloaded functions for opGetProperties*() for byte-keys
- Fixed: Realtime Demo keypress in input-fields have been used as in-game actions, too
- Changed: Realtime Demo game-name is now that of the native samples ("play" with other platform SDKs)
- Changed: Silverlight SDK has a different port in the constants NPeer.URL_RT_SERVER* and .IP_RT_SERVER* (as Silverlight uses TCP port 4350)

*** Version 5.4.1
- Added: missing documentation in Unity3d SDK

*** Version 5.4.0
- Change: The timespan until a sent and unacknowledged reliable command is considered lost, is now calculated by
          current roundTripTime + 4 * roundTripTimeVariance
          The result of this calculation is doubled with every following resend. The maximum number of retries can still be defined by calling SetSentCountAllowance.
- Change: Removed TimeAllowanceInt
- Change: removed surplus debug out, adjusted levels for other, output of command sent-time from hex to decimal
- Added: fragmentation support: bigger data is now placed into multiple packages and reassembled
- Internal: command-buffers are replaced with CommandList and SortedCommandList (major change, but fully internal)
- Fixed: possibility of command buffer overflow. now everything is stored and warnings are used as hint for temporary problems
- Added: property NPeer.IncomingReliableCommands, which returns the count of reliable commands currently queued
- Added: callback on NCommand.CT_DISCONNECT to inform the NPeerListener about a disconnect from server (see above)
- Added: disconnect command will be sent by server in case of timeout, connection-limitations or other issues
- Added: NPeer ReturnCode.DisconnectByServer is called on server-side disconnect (see description)
- Added: call to StopConnection() on disconnect (by server)
- Added: NPeer.PeerID property to get ENet's peerID (useful while debugging)
- Internal: SupportClass.WriteIntToByteArray() to ease writing ints to byte[]
- Internal: added several values to NCommand to store fragments
- Added: support for channels. read more about this in the documentation
- Added: NPeer.ChannelCount which sets the number of channels while not connected (default: 2)
- Changed: opRaiseEvent() and opCustom() now optionally have a channel parameter
- Added: Photon properties functions to NPeer (available with Photon Server SDK v1.5.0) and doc
- Added: LiteEventKey.SetProperties = 92 for broadcasted property set
- Added: LiteOpKey.Broadcast = 13 and .Properties = 12
- Added: LiteEventKey.TargetActorNr = 10 (actorNr the properties are attached to) and .Properties = 12 (changed properties)


*** Version 5.3.11
- Change: all bytes sent to and from server are treated as unsigned bytes (standard for c#). same for byte-arrays
- Change: updated realtime demo to use int for posx,posy but still sending just a byte-value (the field is 16x16, after all)

*** Version 5.3.10
- Change: switched from sbyte-array to byte-array in de/serialization! important: bytes (ev-keys etc) are sbyte. arrays of bytes are unsigned (on client and server)
- Change: NeutronListener functions getShadowReturn() and HasbadwordsReturn() now have byte-array return values. please adjust, even if you don't use those
- Internal: changed SupportClass for Compact Framework
- Internal: getting ticks sitched from expensive "System.DateTime.Now.Ticks / 10000" to cheap "Environment.TickCount"
- Change: Unity lib will now give more debug out if serialisation fails

*** Version 5.3.9
- Fixed: result-queue, timeouts and customOps work also fine for Unity build again (were broken due to Neutron Unity webplayer compatibility changes in 5.3.8 for Unity)
- Fixed: if the browser is closed and the unity webplayer immediatly can't use http anymore, Neutron now informs the application via NetworkStatusReturn()

*** Version 5.3.8
- Fixed: Neutron Unity now also works fine in webplayer -> Neutron and Photon now both support all platforms of Unity und Unity iPhone
- Fixed: default value for parameter encrypt of NeutronGame::RaiseEvent() now is false like for all other RaiseEvent methods and like on all other platforms, instead of true, as it was before

*** Version 5.3.7
- Fixed: .Net UDP issue, where standard MTU settings caused dropped UDP packages
- Internal: refactored ACK queue to arraylist

*** Version 5.3.6
- Fixed: NPeer issue with ACKs for repeated commands. this enhances handling of lost packages
- Changed: NPeer.opJoin() no longer needs the SID

*** Version 5.3.5
- Known issues: to use Photon on iPhone device, you do need Unity iPhone 1.0.2b1 or higher (current official release is 1.0.1, so please ask for a prerelease or wait until next official release), but of course you can use Photon with Unity iPhone 1.0.1 IDE
- Merged: renamed .NET 1.1 NeutronUnity3DiPhone into NeutronUnity3D to replace the old .NET 2.0 lib of that name, which means, that you can use the same .NET 1.1 based lib for Unity and for Unity iPhone now, since 1.1 cpmpatibility fixes are all done now
- Fixed: photon is fully compatible to .NET 1.1 now
- Internal: optimized UDP package size in Unity3D library (was sending surplus bytes, which were ignored)
- Fixed: NPeer.opCustom() now sends the operation given by parameter
- Changed: IP_RT_SERVER points to new server IP of udp.exitgames.com
- Changed: a new NeutronSession now clears the NetworkLoss state and the sendQueue
- Changed: timeout of a HTTP request to 10 seconds. it triggers

*** Version 5.3.4
- Added: prealpha Unity3DiPhone version of Neutron .NET: core lib already functional, but realtime part not usable on device yet
- Internal: there are 4 different versions of Neutron.NET now:
    - Full .NET: .NET 2.0 based, with asnyc realtime part
    - Compact Framework: .NET 2.0 based, with threaded realtime part
    - Unity3D: .NET 2.0 based, with Unity www-class based http part and threaded realtime part
    - Unity3DiPhone: .NET 1.1 based, with Unity www-class based http part and threaded realtime part

*** Version 5.3.3
- New: ReturnCode.RC_RT_EXCEPTION_CONNECT, which covers the cases where a server is not running
- New: NPeer can now be created with UDP or TCP (by new bool parameter)
- Change: renamed most of the constants for NPeer (in INPeerListener structs)
- Note: TCP does not offer ServerTime or RoundTripTime jet

*** Version 5.3.2
- Internal: reverted to threaded model in NConnect (as async UDP is not supported by Unity3D)

*** Version 5.3.1
- New: login(), register(), customOperation() and raiseEvent() (all variants) can be encrypted with additional parameter "encrypt" (overloaded function)
- New: encryption uses HTTPs as transfer, by changing the "http:" url to a "https:" url
- New: returnCode for failure of encrypted HTTPs requests: RC_SSL_AUTHENTICATION_FAILED (if certificate is not found, valid or expired)
- Fixed: Realtime Demo using the older Realtime Server

*** Version 5.3.0
- New: separated libraries into "Compact Framework" (CF) and "Regular Framework" (no name postfix)
- Change: libraries are now in "libs" folder as debug/release and in libs/CompactFramework debug/release
- Change: libs default URL set to EU/Test. use setServerURL() with Neutron.URL_NEUTRON_* for other Neutron instances
- Internal: lib now uses async UDP communication now with "regular" framework
- Added: properties serverTimeInMilliSeconds, serverTimeAsTimeSpan and serverTimeAsDateTime for getting the current server time
- Removed: serverTimeOffset is now internal only and removed from the API (was only needed to calculate the servertime by yourself, before neutron could do this for you)
- Change: debug out for realtime classes is now layered
- Change: debug level NPeer.DebugOut is now a NPeer.DebugLevel enum and will include all lower levels in output, default: DebugLevel.ERROR
- Fixed: size of realtime demo board
- Change: NPeer constructor now always throws an exception if listener is null
- Change: EventAction() parameter eventCode is now of type sbyte (was int), which corresponds to type of RaiseEvent (and server-side used type)
- Internal: NPeer.opRaiseEvent() now treats eventCode as parameter of operation RaiseEvent (as changed in latest RT server)
- Change: NPeer has its own listener (INPeerListener) and several (better named) structs for the constants used with NPeer / realtime
- Added: LiteOpKey and LiteOpKey.ActorNumber to have a constant for the only OP key of interest
- Change: EventAction() always returns the complete event, which contains a code, the ActorNumber (if any given) and data from raiseEvent (see below)
- Change: in custom events, the data from opRaiseEvent() is in placed as value of key: LiteEventKey.EV_RT_KEY_DATA. to get the data use: Hashtable data = (Hashtable)neutronEvent[LiteEventKey.EV_RT_KEY_DATA];

*** Version 5.2.0
- changed library filename to neutron-lib_<server>_<billing>.dll with server "test" and "run" (no debug out) and billing "dummy" and "none"
- removed US build of library. please use NeutronSession.SetServerUrl() and the constants: Neutron.URL_NEUTRON_SERVER_*.

*** Version 5.1.0
- added realtime classes to DotNet library: ported NPeer (and internal: NCommand and NConnect) classes
- added nPeerReturn() to NeutronListener interface
- added constants for realtime returnCodes (RC_RT_*): RC_RT_CONNECT, RC_RT_DISCONNECT and RC_RT_EXCEPTION
- added constants for realtime eventCodes (EV_RT_*)
- added constants for Neutron servers to Neutron class: URL_NEUTRON_*
- added Reamtime Demo
- updated samples
- added test for UDP to NUnit

*** Version 5.0.1
- New: operation Spectate (including new SpectateReturn) to get events from any game (as admin)
- New: SetServerUrl and SetCustomServerUrl now return the URL to debugReturn
- Internal: constant "DEBUG_- InternalS" to be used for intern debugging output

*** Version 5.0.0
- New: hasBadwords() as OP and return. Server side check of strings for badwords

*** Version 5.0.0 RC3
- Internal: changed constant values: EV_KEY_PROPERTIES = "Data", EV_KEY_REVISION = "Rev"
- New: EV_KEY_CHANNELTYPE  for channel-type in property-change events
- New: constants for default channels, CHANNEL_APPLICATION_LONGLIFE, CHANNEL_ACTOR_SHORTLIFE, CHANNEL_ACTOR_LONGLIFE and CHANNEL_APPINSTANCE
- Change: operations that fail due to missing moderation-rights now return RC_MODERATION_DENIED instead of RC_COMMAND_ACCESS_DENIED
- Change: actor-properties can no longer be broadcasted in any way - removed "broadcast" parameter from setActorProperties()
- Change: properties now have a revision which is increased on each change. this way outdated updates might be skipped
- Change: parameters of GetPropertiesReturn(). property-type is replaced by channel. added revision
- Change: EV_PROPERTIES_CHANGE now has a key EV_KEY_OWNERNR if it's a "player property" (the key is missing if it's a game-property)
- Internal: changed setProperties and getProperties to new operation-codes using different parameters (with similar results)
- New: parameter "textMessage" for NeutronGame.invite() adds personal message to invited players (in EV_INV and gameListInvitations())
- New: key EV_KEY_INFO will be added to EV_INV if "textMessage" was used in NeutronGame.invite() (it's not there otherwise)
- New: gameListInvitations() has new value parameter {t} to get "textMessage" from NeutronGame.invite()
- New: RC_APPINSTANCE_NOT_OPEN is now used for "singleton namebased pools" where a game is full (not able to join / instanciate)
- New: gameCreate() with invitations will fail if the chosen game-name is already taken in a "singleton namebased pool"
- New: RC_APPINSTANCE_ALREADY_EXISTS for the case above

*** Version 5.0.0 RC2
- Change: gameCreateReturn() now returns RC_APPINSTANCE_NOT_OPEN (instead of RC_AI_TOO_MANY_ACTORSESSIONS) for full games in "singleton" pools
- Change: obsolete events EV_TURN, EV_TXTMSG and EV_DATA which could be sent by raiseEvent*() and still handled
- Change: switched Neutron URLs to "[..].neutron5.[..]" for test/run libs
- Fix: Polling (getEvents operation) again calls sendGameDataReturn() for all errors (as intended for v4.9.2 already)
- New: constant NeutronListener.EV_KEY_TYPE as part of event EV_BUDDNOTICE

*** Version 5.0.0 RC1
- New: RaiseEvent (all functions of this name) now has a "filter" parameter. If filter is true, all String-typed values in an event are badword filtered
- Change: signature of NeutronGame.raiseEvent(), NeutronGame.raiseEventInChannel(), NeutronSession.raiseEventInChannel(), NeutronSession.raiseEventForActor() start with: byte eventCode, Hashtable event, boolean filter
- Change: signature of NeutronSession.raiseEventForActor() is changed to "byte eventCode, Hashtable eventData, boolean filter, String userID, int minutesValid, byte maxTypeCount, byte channel"
- Change: NeutronGame.doModerate() is now isModerator()
- Change: moved GpOperation.SerializeData() and GpOperation.DeserializeData() to Neutron.SerializeData() and Neutron.DeserializeData().
- New: errorCode RC_INVALID_TARGET and RC_PARAMETER_NOT_SUPPLIED added as constant.

*** Version 4.9.3
- New: Errors constants in NeutronListener: RC_FATAL_LOGIC, RC_MATCHMAKING_NOT_COMPLETED, RC_CHANNEL_ACCESS_VIOLATION
- New: for game-creation you can now reserve "spots", which are not filled up by Neutron matchmaking. players can be invited to fill the spots, or they can be deblocked later on
- New: Parameter reservedSpots in NeutronSession.gameCreate()
- New: NeutronGame.setReservedSpots() to modify the number of reserved slots (to make them available to matchmaking again, or block/reserve them)
- New: event EV_RESERVED_SPOTS will update the NeutronGame.reservedSpots value after a call to NeutronGame.setReservedSpots()
- New: NeutronSession.listBannedPlayers() gives you the list of banned players for a known game - only usable by "admin" users
- New: NeutronSession.unbanPlayer() is a modified "kick" operation which allows the respective user to join a certain game again - only usable by "admin" users
- New: the event invitation includes now the game's name (in the new key EV_KEY_NAME)
- New: NeutronSession.gameListPerPool() has now three options to sort the results: by game-name, player-count or "persistent games first"
- Removed: NeutronGame: handoverTurn(), sendData(), sendTextMsg(), getEventHistory() and getEventHistoryReturn(). Obsolete events: EV_TURN, EV_TXTMSG, EV_DATA. Session: getScorePosition()+getScorePositionReturn()
- Update: release_history.txt was updated from v4.0. All changes up to v4.0.4 are added to v4.9.3

*** Version 4.9.2
- New: Players can be admins (by list of logins on server) or moderator (by being the first active player of a game)
- New: Players may request and become moderator for game: NeutronSession.gameCanModerate(boolean), NeutronSession.canModerate, NeutronGame.doModerate() and NeutronGame.moderatorActorNr
- Change: the new value NeutronSession.canModerate will be sent with gameCreate() operations (if set to true)
- New: Event key NeutronListener.EV_KEY_MODERATOR to get moderator's actorNr from events
- Change: EV_QUIT and EV_KICKED now carry the new key EV_KEY_MODERATOR which tells all players who is the current moderator (by actorNr); this is stored into NeutronGame.moderatorActorNr
- New: Players in NeutronGame can have new state PLAYER_KICKED (player-data is updated with EV_KICKED)
- New: NeutronGame.kickPlayer() (for moderators) and NeutronSession.kickPlayer() (for admin's who are not active in the game to shutdown)
- New: NeutronSession.shutdownGame() can be used by admin-players (for others, this operation will fail)
- New: Namebased pools can now be defined as "singleton": only one instance per pool and name will be created; if such a game is full players get an error instead of a new game
- New: Errors constants in NeutronListener: RC_ACTORSESSION_KICKED, RC_ACTORSESSION_BANNED, RC_APPINSTANCE_CLOSED, RC_ACTORSESSION_ALREADY_JOINED
- Change: NeutronGame.raiseEvent() accepts a "targetActorNr" which defines a single player to get the raised event; leave 0 to target "all players in game" (as before)
- New: NeutronGame.quitLocally() to release a NeutronGame instance locally (without having to quit()); used after a player was kicked or game shutdown
- Update: NeutronGame.playerGetCount() is updated to simply count all active or inactive players (excluding quit and kicked ones)
- Internal: NeutronGame constructor reads new parameter: P_MODERATOR
- Change: Polling (getEvents operation) now calls sendGameDataReturn() for all errors (not just RC_ACTORSESSION_EXPIRED and RC_ACTORSESSION_NOT_FOUND); takes care of kicked/banned errors
- Fix: Fatal server errors cause a returnCode of NeutronListener.RC_OP_SERVER again; debug test-server libs print out debug text! (during development fatal errors could happen in case of not matching client/server setups)
- Change: removed (already deprecated) NeutronListener.gameListPerPoolReturn()
- Change / Internal: canModerate is sent as Byte (not bool) as in definition; Code: if ( canModerate ) op.addParameter(Neutron.P_MODERATOR , new Byte((byte)1));
- Add: NeutronGame.PLAYER_KICKED is now listed in JavaDoc for NeutronGame.playerGetStatus()
- Update: JavaDoc package.html, gameCreateReturn(), gamesListReturn(), EV_DEACTIVATE, kickPlayer(), quitLocally(), RC_ACTORSESSION_KICKED, RC_ACTORSESSION_BANNED, RC_APPINSTANCE_CLOSED, RC_ACTORSESSION_ALREADY_JOINED
- Added: Event EV_STATUS (50) includes a key EV_KEY_ISADMIN if the current player has administrator rights; the value is (byte)1 in that case. The key does not exist in any other case (normal users)
- Update: JavaDoc gameCreateReturn;
- New: Added constant RC_APPINSTANCE_NOT_FOUND = 137 for shutdownGameReturn()
- Fix: serializable datatypes are now completely listed in NeutronSession JavaDoc
- New: Constant for property-change events: EV_PROPERTIES_CHANGE including new keys: EV_KEY_PROPERTY_TYPE, EV_KEY_PROPERTIES, EV_KEY_ISDIFF
- Update: JavaDoc for properties in NeutronSession

*** Version 4.1.1
- Fix: gameListPerPool() defaults to 10 games and no offset if the values are less than 1
- Fix: gamesListReturn() JavaDoc description for "listType" is now: 0 = open games; 1 = invitations; 2 = pool's open games list
- Update: gameListPerPool() sends "{gn}" as values-parameter if it's null
- Update: getPropertiesReturn() gets new parameters: actorNr, userID. These are optional and are available in certain situations only. See JavaDoc
- Update: gameListPerPoolReturn() is now deprecated and merged into gamesListReturn() which in turn got a "type" to identify the list-type
- New: getListBuddyIgnore() got one more value: 't'. This requests the type of relation to users. useful when getting lists of type "both". this is buddies and ignores.
- Change: renamed returned parameters to: count and countOnline. These values are referring to the number in the returned list
- Internal: parameter P_USERID = 85; used in getProperties
- New: made methods nullpointer resistant: getListBuddyIgnore, buddySet, get/set PlayerProperties, get/set ActorProperties, get/set GameProperties; some methods throw exceptions in debug version

*** Version 4.1.0
- New: Properties. NeutronSession: setActorProperties(), getActorProperties(). NeutronGame: setLocalPlayerProperties(), getPlayerProperties(), getGameProperties(), setGameProperties()
- New: Buddylist and Ignorelist in NeutronSession: listBuddies(), listIgnored(), getListBuddyIgnore(), buddySet()
- New: Listing of games per pool in NeutronSession: NeutronSession gameListPerPool()
- New: Games with password (only usable for named games)
- Internal: Changed parameter in buddySet from P_STATUS to P_TYPE

*** Version 4.0.4
- Change: NeutronGame.handoverTurn() and NeutronGame.sendData() are now getting a Hashtable parameter instead of Object
- New: RC_ACTORSESSION_BUSY (121) constant to help identify common development error! check in gameCreateReturn()

*** Version 4.0.3
- New: RC_INVALID_CONNECTIONSTRING (74) constant to help identify a common error! check in loginReturn()
- Update: list of serializable datatypes in NeutronSession JavaDoc
- Fix: Fatal server errors cause a returnCode of NeutronListener.RC_OP_SERVER again; debug test-server libs print out debug text! (during development fatal errors could happen in case of not matching client/server setups)

*** Version 4.0.2
- Internal: Neutron.deserializeData() now returns either the P_DATA part of the deserialized data (if available / serialized by serializeData()) or the resulting hashtable itself

*** Version 4.0.1
- New: NConnectSE connects to server defined by parameter: ipPort (before: fixed host)
- New: SE version is now completely independent from Java ME classes (were not used, but had to be present)
- Fix: Changed versioning for "ClientLibVersion" in Login/CC
*** Version 4.0.0.0

- Removed methods:
    - NeutronSession.BuggyGetList - replaced by new GetListBuddyIgnore method;
    - NeutronSession.ReSubscribe;
    - NeutrinSession.ConfirmBilling;
    - NeutronListener.ResubscribeReturn;

- Added methods:
    - NeutronSession.GameCreateNamed with password parameter;
    - NeutronSession.GameListPerPool;
    - NeutronSession.GetActorProperties;
    - NeutronSession.SetActorProperties;
    - NeutronSession.GetListBuddyIgnore - replaces removed BuggyGetList;
    - NeutronSession.ListBuddies;
    - NeutronSession.ListIgnore;
    - NeutronSession.BillingInitPayment;
    - NeutronSession.BillingProcessPayment;
    - NeutronGame.Invite;
    - NeutronGame.GetGameProperties;
    - NeutronGame.SetGameProperties;
    - NeutronGame.GetPlayerProperties;
    - NeutronGame.SetLocatPlayerProperties;
    - NeutronListener.GameInviteReturn;
    - NeutronListener.GetPropertiesReturn;
    - NeutronListener.SetPropertiesReturn;

- Changed argument list:
    - NeutronSession.GameCreate - added password parameter;
    - NeutronListener.GamesListReturn added listType parameter;
    - NeutronListener.BuddyGetListReturn all buddy related info now in passing in one strings array parrameter;
    - NeutronListener.BuddySetReturn added type parameter;
    - NeutronListener.BillingInitPaymentReturn;


- added constants:
    - OPC_INVITE
        - OPC_TELLAFRIEND
        - OPC_LISTGAMES
        - OPC_SETPROPERTIES
        - OPC_GETPROPERTIES
    - P_USERID
        - P_RESERVE
        - P_RESULT
        - P_PROPERTIES
        - P_BROADCAST
        - P_ISDIFF
    - RCB_CHARGING_ERROR
    - RCB_POST_CHARGING_ERROR
    - RCB_TIMEOUT
    - RCB_PRICE_- Changed
    - RCB_PRICE_INVALID
    - RCB_FATAL_SERVER_ERROR
    - RCB_FATAL_LOGIC_ERROR
    - RCB_NOT_INCLUDED
    - RCB_WMA_UNAVAILABLE

*** Version 3.0.2.2
- CLS-specifications largely corrected

*** Version 3.0.1.1
- changes in neutron-java-lib integrated

***
- Removed: NeutronGame: playerNames, playerIDs, playerLobbies, playerStats
- Change: removed GpOperation.roundtripTime, now using public Neutron.roundtripTime
  to be sent in operation headers (GpOperation.serializeParameters(), internal)
- Change: channelRaiseEvent() is now raiseEventInChannel() and gets the eventCode
  as seperate parameter value - analog to raiseEventForActor()
- Fix: renamed EV_KEY_M_MIPLAYERS to EV_KEY_M_MINPLAYERS (number of min players of game, before start)
- Fix: values for EV_KEY_M_MINPLAYERS and EV_KEY_M_MAXPLAYERS corrected (wrong case so far)
- Changed: Neutron.millisecondsToWait (current value of polling-interval) is now
  set in Neutron.receiveResponse() for login, register and alike
