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[Netcode] A ConnectionRequestMessage was received from a client when the connection has already been established #3125

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Vegaxys opened this issue Nov 15, 2024 · 4 comments
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stat:awaiting triage Status - Awaiting triage from the Netcode team. type:bug Bug Report

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@Vegaxys
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Vegaxys commented Nov 15, 2024

I have this bug when a client wants to join an open lobby with a networkmanager started (server side). The client don't have its servermanager started and he is no in any lobby when he tried to join this lobby.

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image

Environment

  • OS: Windows 11
  • Unity 6000.0.21f1
  • Netcode [2.1.1]
  • Lobby [1.2.2]
  • Relay [1.1.1]
  • using RelayUnityTransport
  • client use LobbyService.Instance.JoinLobbyByIdAsync() to join with the lobby code and a basic player data as joinOptions
@Vegaxys Vegaxys added stat:awaiting triage Status - Awaiting triage from the Netcode team. type:bug Bug Report labels Nov 15, 2024
@michalChrobot
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michalChrobot commented Nov 15, 2024

Hi, we saw several similar issues before. Which version of com.unity.transport are you using? I believe this should be fixed in com.unity.transport 2.3.0 as well as in 1.5.0. Please let us know if this would solve the problem, otherwise we will dig deeper into it

@Vegaxys
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Vegaxys commented Nov 15, 2024

Hello, thx for your fast reply.

I'm using Unity Transport 2.4.0 from the 25/10/2024 (maybe should I downgrade to 2.3.0 ?)

@michalChrobot
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michalChrobot commented Nov 15, 2024

Hmm, downgrading shouldn't be the fix, let me ask around and come back to you. In the meantime I saw few similar issues (#2794 #2601 or this one)

@michalChrobot
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Can you provide a link to a project on which we could try to replicate the problem? Also by design it shouldn't happen if you are using only out transport package so I wonder if any of the other issues I mentioned sound similar to what you are doing or if you are using any other transport solution simultaneously to com.unity.transport

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