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Client has a chance of instantly timeout due to a unsigned int underflow #560

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TsFreddie opened this issue Nov 25, 2023 · 4 comments
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@TsFreddie
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TsFreddie commented Nov 25, 2023

General
Unity version: 2022.3.8f
Fish-Networking version: 3.11.10

Description
When I connect a client in my current project, there is a chance that client gets kicked instantly upon connecting.

No sure what the triggering cause is, but this probably shouldn't happen anyway. Maybe I was sending broadcast too quickly when client connects or something.
image

The unsigned substract also exists in v4:
https://github.com/FirstGearGames/FishNet/blob/47e4af5e4e5fb1b3470adf522ef75362c86c4d08/Assets/FishNet/Runtime/Managing/Server/ServerManager.cs#L378C25-L378C25

Replication
Couldn't reproduce it in a fresh project

Expected behavior
Client shouldn't instantly timeout.

@FirstGearGames
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FirstGearGames commented Nov 25, 2023

Need to know if this is happening as client only or client host.

And if clientHost, can you try the fix here because it definitely could be related #559

@FirstGearGames FirstGearGames added the Waiting For Information Not enough information has been supplied to resolve this issue. label Nov 25, 2023
@TsFreddie
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TsFreddie commented Nov 26, 2023

Seems to be clientHost only. I'll try that.

Edit: Client only can also time out but it appears to be caused by a clienthost connecting, so it is probably the same thing.

@TsFreddie
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Fix in #559 did fix it. Thanks

@FirstGearGames
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Awesome thanks. Resolved in 3.11.12R and next 4x

@FirstGearGames FirstGearGames added Bug Something isn't working Resolved Pending Release and removed Waiting For Information Not enough information has been supplied to resolve this issue. labels Nov 26, 2023
FirstGearGames added a commit that referenced this issue Nov 27, 2023
- Fixed clientHost setting Tick value overwriting servers value. (#559)(#560)
- Fixed NetworkTransform sending repeatedly under certain conditions, bug introduced in 3.11.11.
- Fixed key already exist error when multiple classes with SyncTypes inherited the same NetworkBehaviour.
- Improved logging message when a RPC or SyncType index has already been registered.
- Changed Release Mode and Development Mode to Stable and Beta.
- Changed RigidbodyPauser parenting fix is no longer in Beta.
- Fixed Version 3 to Version 4 SyncType validator causing editor error for abstract NetworkBehaviours while on IL2CPP.
FirstGearGames added a commit that referenced this issue Nov 27, 2023
- Fixed clientHost setting Tick value overwriting servers value.(#559)(#560)
- Fixed NetworkTransform sending repeatedly under certain conditions, bug introduced in 3.11.11.
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