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[Steam Networking Sockets Transport] Leaving whiles joining disconnects the host #245
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I have the same issue. It also happens if you don't approve the connection in the ConnectionApproval callback. |
workaround/possible fix: Unity-Technologies#245
Is there a fix for Steam Networking Sockets Transport (The Transport used in the empty scene setup) @Myxcil I see you added a workround/potential fix for Facepunch Transport. How hard would it be to do the same in Steam Networking Sockets Transport or how much effort would it be to convert a full project to work with Facepunch Transport. Sorry for the very late reply |
Sorry, I have no idea how to fix that in Steamworks as I only use the Facepunch transport package and don't have the Facepunch sources in my project. |
I switched the transport for the blank project over to the Facepunch transport and it worked with the implied fix from #246. |
workaround/possible fix: #245
[Steam Networking Sockets Transport]
I have an issue where when a client shutdowns their Network Manager while it is trying to join a lobby, the host of that lobby then breaks. This will also occur if the client closes the game through task manager while joining or if the connection is interrupted during the joining process.
Outcome
The client part of the host(server, client) will disconnect, but the host's Network Manager will still be connected to other clients and running as the host.
(DontDestroyWithOwner bool set to false) The host's player Object will be deleted
(DontDestroyWithOwner bool set to True) The host's player NetworkObject will lose it's observers
The host's game won't receive ClientRpc's anymore
The host gets the OnClientDisconnect callback of the clientId: 0
I have attached a download link for a empty scene setup to reproduce the issue
https://www.dropbox.com/scl/fi/8cdkp18xb7p0fjrp4ayko/Empty-Scene-Network-Test.zip?rlkey=3gwjew11asr3cka20c625ph3u&dl=0
Instructions:
build the game and add the appid 480 txt to the builds folder
on two computers run one as the host by clicking the button
and join the other to your game through steam friends
the script will automaticly disconnect you as soon as you connect producing the error "game broke" on the hosts' game
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