From f2a793aa96b990b929a89f35c7f235f8ed747655 Mon Sep 17 00:00:00 2001 From: Rug Date: Tue, 9 Apr 2024 14:35:03 -0700 Subject: [PATCH] updated readme for LobbyData key requirement changes --- .../ts-assets/CHANGELOG.md | 19 +++++++++++-------- README.md | 4 ++-- 2 files changed, 13 insertions(+), 10 deletions(-) diff --git a/MyceliumNetworkingForCW/ts-assets/CHANGELOG.md b/MyceliumNetworkingForCW/ts-assets/CHANGELOG.md index 690afa7..c94c3b9 100644 --- a/MyceliumNetworkingForCW/ts-assets/CHANGELOG.md +++ b/MyceliumNetworkingForCW/ts-assets/CHANGELOG.md @@ -3,29 +3,32 @@ All notable changes to this project will be documented in this file. This project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). -## [1.0.7] +## 1.0.8 +- Registering LobbyData and PlayerData keys before accessing them is now optional. This makes dynamic keys easier to use, but you should always register your keys when you know, or the LobbyDataUpdated and PlayerDataUpdated callbacks will not fire for them. + +## 1.0.7 - Added LobbyData and PlayerData functionality, which allows you to define synced variables associated with the lobby (perfect for config syncing) or individual players - The LobbyLeft callback should now properly fire - General code cleanup -## [1.0.6] +## 1.0.6 - Automated Thunderstore release -## [1.0.5] +## 1.0.5 - Automated Nuget release -## [1.0.4] +## 1.0.4 - Preparing GitHub actions for automatic update deployment -## [1.0.3] +## 1.0.3 - Exceptions thrown inside RPCs will now be logged - Improved log style consistency -## [1.0.2] +## 1.0.2 - Increased maximum payload size to 524288 bytes -## [1.0.1] +## 1.0.1 - Updated README -## [1.0.0] +## 1.0.0 - Initial Release \ No newline at end of file diff --git a/README.md b/README.md index 89d1ed9..a25585b 100644 --- a/README.md +++ b/README.md @@ -74,7 +74,7 @@ MyceliumNetwork.RPCTarget(modId, nameof(ChatMessage), targetSteamId, ReliableTyp LobbyData and PlayerData are Steam features that allow you to define synced variables associated with the lobby (perfect for config syncing) or individual players. Mycelium provides an easy way to interface with them. ### Lobby Data -To use lobby data, you first need to register the key. This should happen when your mod starts for the first time. +To use lobby data, you first need to register the key. This should happen when your **mod starts for the first time**. This step is optional but strongly recommended. It's required if you want the LobbyDataUpdated to fire when that key's value is change. ```cs void Awake() { @@ -108,7 +108,7 @@ Debug.Log(data); // 123 ### Player Data Player data is the same as lobby data, but associated with specific players. -To use player data, you first need to register the key. This should happen when your mod starts for the first time. +To use player data, you first need to register the key. This should happen when your **mod starts for the first time**. This step is optional but strongly recommended. It's required if you want the PlayerDataUpdated to fire when that key's value is change. ```cs void Awake() {