This should not affect most users, but on large networks it should cause service
announcements to work a lot better. This is the result of a prolonged discussion
with a user about the visibility of game servers on a large network. The old
multicast algorithm was de-facto randomized due to its distributed nature, while
the new algorithm is more deterministic. This will restore some randomization
beyond limit-overflow conditions.
It won't affect small networks at all.
ZeroTier 1.0.0 brings a number of under the hood improvements and bug
fixes. These include but are not limited to:
* A simpler, faster multicast algorithm that places full burden
for multicast propagation on the sender. This results in better
fairness without CPU-intensive signature/verify on every packet,
lower latency for intra-data-center SDN operations, and avoids
distributed burdens that are intrinsically unfriendly to mobile
clients subject to wake frequency limits and battery life
constraints. In the future this may be augmented to allow
optimized delivery to multiple recipients at the same site via
federation.
* Significant code reorg to move toward mobile support (iOS, Android)
and future SDK packaging.
* A number of efficiency and stability improvements.
* Bug fixes for Linux and ARM users.
* Improved NAT traversal, including limited support for port
numbering scheme guessing to traverse some symmetric NATs.
Upgrade from 0.9.x is not required but is strongly recommended. Older
clients using the old multicast algorithm are presently supported via
legacy hooks, and these may go away at some point in the future. We'll
monitor the status of the network and try to keep legacy support around
as long as people need it, but it'll probably be pulled once 95%+ of
clients are 1.0.0 or newer.
The next versions will bring further bug fixes, improved user experience,
more enterprise-grade features for intra-data-center use, and more!