ConnectionApprovel issue - ConnectionData often didnt reach the server on the default ConnectionApprovalBuffer values
Feedback The client sever connection approval seems unstable. Since connecting without it is nearly always possible. But trying to connect with the connection approval enabled seems to be a problem. Around every third connection was an actual success (Server getting the ConnectionData (ignoring if its approved or not)). And for that we needed it to tune the ConnectionApprovalBuffer up from the default 10 to 30 .
We are using a devel Server and the Server and Client are also project separated. Using the default 10 was very difficult to access.
Thanks for reporting. We are working on some refactor on Connection Approval logic and will take this into consideration.
Will be addressed by MTT-2567
There's a PR under review for connection approval changes. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2002
But, can you elaborate ? What does
And for that we needed it to tune the ConnectionApprovalBuffer up from the default 10 to 30 . refer to ? I'm unfamiliar with any buffer of default value of 10.
I am sorry i used the wrong term.
On the current "Netcode for Gameobjects" version ,1.0.0-pre.9, if you attach a new NetworkManager on an object. The default value for the "ClientConnectionBufferTimeout" is 10. For some reasons tuning it up helped us to improve the actual connection probability. We are using OnDisconnectClient to get a Server response if the Client couldnt connect on the Server. We also catched how often we got a Disconnect response, for each ConnectionRequest it was one response. Like I mentioned, the actual ConnectionApprovel never arrived at the Server (sometimes). So we got a Disconnection without the Approval check. But what is strange is that it doesnt always wait the 10 seconds, sometimes we get an nearly immediately response that we got Disconnected. Again, without a ConnectionApproval check. This at least was our experience.
@itismarcii was my intern last year and we just reevaluated his project using the updated Netcode for GameObjects version 1.5.2 and Unity LTS version 2022.3.7.
We suggest to close this issue because we are not able to reproduce the original problem.