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MaxPacketQueueSize still throws StackOverFlowException with the new UnityTransport [1.2.0] fix #2155

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itismarcii opened this issue Aug 26, 2022 · 2 comments
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@itismarcii
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Description

In a forum discussion I mentioned that the MaxPacketQueueSize throws an StackOverflowException with very high values around 13.000+ (using version [1.0.0]).

In the new Unity Transport [1.2.0] changelog it is mentioned as a fixed Bug:

Fixed a possible stack overflow if the receive queue parameter was configured with a very large value (>10,000).

But after updating towards the Unity Netcode version [1.0.1] and therfore the Unity Transport version [1.2.0] the error still exists with values like 16.000.
Stacktrace.txt

Reproduce Steps

  1. Set the NetworkManager transportlayer towards Unity Transport
  2. Set values high: (example: MaxPacketQueueSize = 16000, MaxPayloadSize = 750000, MaxSendQueueSize = 1500000)
  3. Start Server

Actual Outcome

StackOverflow

Expected Outcome

Normal behaviour of an server/client start like the usage of low MaxPackatQueueSize values.

Environment

  • OS: [Windows]
  • Unity Version: [2021.2.18f1]
  • Netcode Version: [e.g. 1.0.1]

Additional Context

This makes the possibilite of an MMO using Netcode impossible and the statement that Unity Netcode has no Client limit incorrect.

@itismarcii itismarcii added stat:awaiting triage Status - Awaiting triage from the Netcode team. type:bug Bug Report labels Aug 26, 2022
@ashwinimurt ashwinimurt added priority:medium stat:import and removed stat:awaiting triage Status - Awaiting triage from the Netcode team. labels Aug 29, 2022
@simon-lemay-unity
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Thanks for the report! Turns out we had another source for stack overflows that triggered with higher queue capacities than originally tested with. This will be fixed in the next release of com.unity.transport.

@PyrateAkananto
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We consider this fixed because with Netcode for GameObjects version 1.5.2 and Unity LTS version 2022.3.7 we were not able to reproduce the original problem. 👍

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