[Bot] NPM Packages Release UE5.6 - #970
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This PR was opened by the Changesets release GitHub action. When you're ready to do a release, you can merge this and publish to npm yourself or setup this action to publish automatically. If you're not ready to do a release yet, that's fine, whenever you add more changesets to UE5.6, this PR will be updated.
Releases
@epicgames-ps/lib-pixelstreamingsignalling-ue5.6@0.3.0
Minor Changes
request(IStreamer.request/IPlayer.request) so identity attached during averifyClientcheck survives to later decisions, andIServerConfig.authorizeStreamerIdlets a consumer authorize, override (e.g. namespace per tenant), or reject the id a streamer registers as — the seam for preventing streamer-id squatting. Default behaviour is unchanged when these are not supplied. SeeDocs/Security-Guidelines.md.peerOptionsis static, so a credential written there is sent to every peer that ever connects and cannot be changed without a redeploy — the weakness noted in tip 3 of the security guidelines.IServerConfig.peerOptionsProvideris consulted once per connecting peer and returns the peer options for that peer, falling back topeerOptionsif it throws. On top of it the signalling server adds--turn_secret(or--turn_secret_file) and--turn_ttl, which give everyturn:/turns:entry a time limited username and credential in the form coturn'suse-auth-secretmode expects. Default behaviour is unchanged when no secret is supplied. SeeDocs/Security-Guidelines.md.Patch Changes
sendToStreamerforce-subscribes it to the first available streamer and then forwards throughthis.subscribedStreamer!.subscribe()can decline — most commonly becausemaxSubscribersis already reached — and reports that only by leavingsubscribedStreamerunset, so the non-null assertions throw a TypeError out of a websocket message handler and take the process down, disconnecting every other player. It now checks the subscription took, and disconnects just that player if it did not.KeepaliveMonitorwas only used on the client, so a player whose socket dropped silently (sleeping laptop, lost Wi-Fi, killed tab) stayed subscribed until the OS TCP keepalive reaped it, which could hold amaxSubscribersslot in the meantime. The newIServerConfig.playerKeepaliveTimeoutcontrols this; the signalling server exposes it as--player_keepalive_timeout <milliseconds>(default 30000, 0 disables).@epicgames-ps/wilbur@2.5.0
Minor Changes
peerOptionsis static, so a credential written there is sent to every peer that ever connects and cannot be changed without a redeploy — the weakness noted in tip 3 of the security guidelines.IServerConfig.peerOptionsProvideris consulted once per connecting peer and returns the peer options for that peer, falling back topeerOptionsif it throws. On top of it the signalling server adds--turn_secret(or--turn_secret_file) and--turn_ttl, which give everyturn:/turns:entry a time limited username and credential in the form coturn'suse-auth-secretmode expects. Default behaviour is unchanged when no secret is supplied. SeeDocs/Security-Guidelines.md.Patch Changes
sendToStreamerforce-subscribes it to the first available streamer and then forwards throughthis.subscribedStreamer!.subscribe()can decline — most commonly becausemaxSubscribersis already reached — and reports that only by leavingsubscribedStreamerunset, so the non-null assertions throw a TypeError out of a websocket message handler and take the process down, disconnecting every other player. It now checks the subscription took, and disconnects just that player if it did not.KeepaliveMonitorwas only used on the client, so a player whose socket dropped silently (sleeping laptop, lost Wi-Fi, killed tab) stayed subscribed until the OS TCP keepalive reaped it, which could hold amaxSubscribersslot in the meantime. The newIServerConfig.playerKeepaliveTimeoutcontrols this; the signalling server exposes it as--player_keepalive_timeout <milliseconds>(default 30000, 0 disables).