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Photon exception on client after disconnect event #70
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type:bug
Bug Report
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Tobias-EG
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May 26, 2021
Thanks for the report. Easy to repro. Fix is in a pr. Same core issue as #69 . |
ThusSpokeNomad
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Jun 2, 2021
* FIXED: NullreferenceException on import. The Window opens so early that the AppSettingsInstance can be null still. * FIXED: Issue "Photon exception on client after disconnect event" (#70). * ADDED: Limit for the number of datagrams sent in a single frame. Simple way to avoid overloading the local network. * FIXED: Potential nullreference exception in DisconnectRemoteClient (should the local client get disconnected before this is called). * ADDED: TransportEvent Disconnect for case when RaisePhotonEvent can't succeed (client is null or not in room).
Fixed by #73 |
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Describe the bug
After getting disconnected from photon, the client sometimes develops an exception that fires every frame. This bug is a complement to bug Unity-Technologies/com.unity.netcode.gameobjects#823. It isn't wrong that the client gets disconnected (although the timeout of only a few seconds is pretty aggressive). But it seems that the PhotonRealtimeTransport is in a bad state after the shutdown, and generates exceptions.
To Reproduce
Actual outcome
An exception gets thrown every frame after a client gets disconnected from the Photon Relay Server.
Expected outcome
No exceptions are generated.
Screenshots
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Environment (please complete the following information):
Additional context
callstack of the Exception. m_Client is null, which is no surprise, since NetworkManager has already been Shutdown by this point.
This is the callstack showing the network shutdown the client gets, triggered by a Disconnect event from the Photon relay server.
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