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"Received a packet too small to contain a BatchHeader. Ignoring it." 4 times, then network breaks #3153
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@scs-b Are you running a pure server (i.e. not a host) and if so is it dedicated or are you running a host with clients connected? |
This issue has been automatically marked as stale because it has been awaiting response for over 30 days without any activity. |
This issue has been automatically closed because it has been stale for 30 days without any activity. Feel free to reopen if you have new information to add. |
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Description
Not sure if this is related to #3143 so I'm creating a new issue. This issue doesn't have the magic number log.
After running our game on loop for about 12 hours or so, most of the time we get these logs (we added some extra info to the Netcode prints);
However, we're not using
ReliableSequenced
anywhere to send messages, and these messages normally report a message length of 40 and offset of 44. So I'm not sure where these big values are coming from.Is there any way of analyzing the data in this message? We do have one bigger message we send when the game is initialized, but it uses
ReliableFragmentedSequenced
so I'm not sure if this is it?Actual Outcome
Not all connected clients are guaranteed to have this issue. Sometimes only one or two clients have the issue, the rest are fine. After these 4 logs, the game gets into a weird state and we get soft locked in the lobby. We're still searching for clues and are hoping that these logs can help.
Expected Outcome
No error messages, no soft lock.
Environment
OS: Windows 11
Unity Version: 2022.3.30f1
Netcode Version: 1.11.0
Unity Transport Version: 1.4.1 (installed automatically as an NGO 1.11.0 dependency.)
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