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fix: client and server disconnect warnings (#3786)
* fix
This fix prevents the warning message from being logged on the client side when shutting down from the client side and the developer log level is set.
This fix also assures that a server or host does not send itself a disconnect message.
This fix separated the transport id clean up between client and host/server upon handling a disconnect event which assures the server/host will have access to this transport id when processing a client that disconnected.
* update
Adding change log entries.
* test
Adding test to check that no warning messages are logged upon a client disconnecting itself from a session.
* refactor and fix
Fixing several issues with the disconnect flow.
Not removing the transport id until later. The server now only does this within OnClientDisconnectFromServer.
When disconnecting a client with a reason, the client is not completely disconnected until the end of the frame when the server has finished sending all pending messages.
Fixing some missed MessageDeliveryType replacements.
Removing the MockSkippingApproval as it is no longer needed with the fixes in place.
* test
Did a bunch of cleanup on several connection tests to improve stability and use more recent integration test features.
ClientOnlyConnectionTests reduced the transport connection timeout and increased the timeout helper.
ConnectionApprovalTimeoutTests needed to have the server and client timeout values vary depending upon the test type.
PeerDisconnectCallbackTests needed to trap for the peer disconnecting.
* style
Removing whitespaces
* update
adding one more change log entry
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+4-2Lines changed: 4 additions & 2 deletions
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@@ -19,9 +19,9 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Changed
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- First pass of CoreCLR engine API changes. (#3799)
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- Changed NetworkAnimator to use the `RpcAttribute` along with the appropriate `SendTo` parameter. (#3586)
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- Changed when a server is disconnecting a client with a reason it now defers the complete transport disconnect sequence until the end of the frame after the server's transport has sent all pending outbound messages. (#3786)
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- Improve performance of `NetworkTransformState`. (#3770)
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- Changed NetworkAnimator to use the `RpcAttribute` along with the appropriate `SendTo` parameter. (#3586)
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### Deprecated
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@@ -32,6 +32,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issues with the "Client-server quickstart for Netcode for GameObjects" script having static methods and properties. (#3787)
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- Fixed issue where a warning message was being logged upon a client disconnecting from a server when the log level is set to developer. (#3786)
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- Fixed issue where the server or host would no longer have access to the transport id to client id table when processing a transport level client disconnect event. (#3786)
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- Fixed issue where invoking an RPC, on another `NetworkBehaviour` associated with the same `NetworkObject` that is ordered before the `NetworkBehaviour` invoking the RPC, during `OnNetworkSpawn` could throw an exception if scene management is disabled. (#3782)
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- Fixed issue where the `Axis to Synchronize` toggles didn't work with multi object editing in `NetworkTransform`. (#3781)
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- Fixed issue where using the dedicated server package would override all attempts to change the port by code. (#3760)
NetworkLog.LogWarning($"Trying to get the NGO client ID map for the transport ID ({transportId}) but did not find the map entry! Returning default transport ID value.");
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