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A ConnectionRequestMessage was received from the server on the client side.

Open zhmengqing opened this issue 2 years ago • 1 comments

Description

[Netcode] A ConnectionRequestMessage was received from the server on the client side. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: 90. Message Content: 02 01 7d 9a e2 a5 01 b2 36 17 b3 01 46 c4 ca 04 01 39 3b e8 2c 01 ab c9 50 60 01 53 a3 38 44 01 d3 f6 1c b8 01 a6 22 89 97 01 b5 fe 01 74 01 be 97 be 73 01 9d 9a 5c 01 01 e9 51 97 17 01 8a f7 e7 83 01 42 7f 88 c6 01 97 a3 f5 46 01 00 00 00 00 01 d1 5c 21 3f 8a f6 d5 3b UnityEngine.Debug:LogError (object) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/[email protected]/Runtime/Logging/NetworkLog.cs:34) Unity.Netcode.NetworkManagerHooks:OnVerifyCanReceive (ulong,System.Type,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkManagerHooks.cs:91) Unity.Netcode.NetworkMessageManager:CanReceive (ulong,System.Type,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:327) Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:409) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:460) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkManager.cs:45) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkUpdateLoop.cs:185) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkUpdateLoop.cs:208)

Reproduce Steps

  1. I used https://uos.unity.cn/doc/sync/relay-netcode#sample this relay sdk to build a game with rooms list that players can join and leave.
  2. I build two package as two players, one create a room for 2, and the other join it.
  3. The editor search the room list in runtime, and join the room above.
  4. See error

Actual Outcome

An error log, and wrong scene

Expected Outcome

A clear and concise description of what you expected to happen.

Screenshots

If applicable, add screenshots to help explain your problem.

Environment

  • windows10
  • Unity Version: 2022.3.13f1
  • Netcode Version: 1.7.0

zhmengqing avatar Nov 19 '23 02:11 zhmengqing

@zhmengqing Are you using UnityTransport or some other transport? Also, you can find some sample relay code here for reference purposes.

NoelStephensUnity avatar Nov 20 '23 00:11 NoelStephensUnity