Unreleased¶
- A broken
models.jsonstops the server. Catalog load failure (missing file, parse error, retireddevice_preference) is no longer downgraded to a warning and an empty catalog.ServerContextconstruction fails and the process exits non-zero, the same way a brokenserver-config.jsonalready does. - Unity/Unreal: an oversized outbound frame fails that request, not the connection.
WriteFramenow distinguishesTooLargefromIoError. Import of a snapshot pastMaxDialogSnapshotBytesreturns3021 DialogSnapshotTooLargelocally; other oversized commands return5003 FrameTooLarge. The session stays up. - Unity/Unreal: an empty send is not a turn.
SendMessage("")is a no-op. The pending-message queue treats empty as "nothing queued", so a leftover empty string cannot go on the wire and tripSendMessageRequest: missing required field 'text'. - Unity: code-created agents can receive their own answers.
TryllAgentnow has public last-writer-wins setters —SetOnAnswerText,SetOnTurnComplete,SetOnError,SetOnTtsAudioFormat,SetOnTtsAudio— matching C++ / Unreal / Python. Register them beforeSendMessage; passnullto clear.TryllSpeaker.HandleFormat/HandleAudioare public so a code-created agent can wire playback without aTryllAgentComponent. See TryllAgent.
The most recent shipped version is v0.7.0.