Closed xmedeko closed 6 years ago
@xmedeko
even when UnconnectedMessagesEnabled = true
Server will accept that messages if you send them with SendUnconnectedMessage
methods.
Required behaviour: I would like to reconnect the client immediately when the server is up, without waiting to the DisconnectTimeout
I think server can trigger some sort of disconnect message to "unknown" packets. I think i will add this feature to 0.8.x) This is good idea)
@xmedeko implemented
We have some kind of permanent rooms (permanent game) so we need to run one game server 24/7. Later, we may need to scale the server horizontally (and persist data by Redis.). I am testing LiteNetLib 0.7.7.2 for the scenario of the server crash and restart. (I expect similar scenario for the horizontal scaling, too.)
Current state: When the server restarts, it does not accepts any packets from the client, even when
UnconnectedMessagesEnabled = true
. The client waits until theDisconnectTimeout
is reached and then is able to reconnect.Required behaviour: I would like to reconnect the client immediately when the server is up, without waiting to the
DisconnectTimeout
. I.e. if the server receives any packet from not registered client (even thePing
packet), then I would like to send a messages to the client to reconnect. I think some kind of methodINetEventListener.OnNetworkReceiveUnknown
could do the jobs. Then I would be able to hook to send a custom unconnected message to it.