Unity-Technologies / com.unity.netcode.gameobjects

Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
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[Netcode] Received a packet with an invalid Hash Value. #2732

Closed nguyennd-dev closed 6 days ago

nguyennd-dev commented 1 year ago

Description

[Netcode] Received a packet with an invalid Hash Value. 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: Received Hash: 8821685250358552248, Calculated Hash: 6985237114427733895, Offset: 4, Size: 112, Full receive array: 70 00 00 00 60 11 01 00 70 00 00 00 b8 a6 ec f3 fe eb 6c 7a 09 d2 02 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 b2 58 33 e2 af a3 74 ad 00 00 00

Reproduce Steps

  1. Create relay room with code
  2. Host join to relay code
  3. Client join to same relay code
  4. Error appear

Actual Outcome

Client couldn't join into a host.

Environment

fluong6 commented 1 year ago

Hi @duynguyenKHTN, thank you for letting us know about this issue.

To better understand the nature of the issue, can you provide us the transport protocol you are using for your project?

If your project is not using UTP (com.unity.transport), can you try it with UTP and see if you are still encountering this issue?

MusicCorner commented 8 months ago

Same issue. I played as a client for about 10 minutes and getting this error with the following errors after:

ArgumentOutOfRangeException: ArgumentOutOfRange_NeedNonNegNum
Parameter name: count
System.ArraySegment`1[T]..ctor (System.Byte[] array, System.Int32 offset, System.Int32 count) (at <dcf6bec1c5764d29a37432d4b047f650>:0)
Unity.Netcode.Transports.UTP.BatchedReceiveQueue.PopMessage () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.8.0/Runtime/Transports/UTP/BatchedReceiveQueue.cs:100)
Unity.Netcode.Transports.UTP.UnityTransport.ReceiveMessages (System.UInt64 clientId, Unity.Networking.Transport.NetworkPipeline pipeline, Unity.Networking.Transport.DataStreamReader dataReader) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.8.0/Runtime/Transports/UTP/UnityTransport.cs:848)
Unity.Netcode.Transports.UTP.UnityTransport.ProcessEvent () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.8.0/Runtime/Transports/UTP/UnityTransport.cs:905)
Unity.Netcode.Transports.UTP.UnityTransport.Update () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.8.0/Runtime/Transports/UTP/UnityTransport.cs:938)
Resetting event queue with pending events (Count=4, ConnectionID=0) Listening: 0
 #1 DefaultBurstRuntimeLogCallback(void*, BurstLogType, char const*, char const*, int)
 #2 Unity.Jobs.IJobExtensions.JobStruct`1<Unity.Networking.Transport.NetworkDriver.ClearEventQueue>.Execute(ref Unity.Networking.Transport.NetworkDriver.ClearEventQueue data, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) -> void_aaaff58bdce476e006d3a95c8933df9f from UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
 #3 66e0c9e0a22b920628a7b7c6361a618b
 #4 ExecuteJob(ManagedJobData*, void (*)(void*, void*, void*, void*, int), int, unsigned char*)
 #5 ForwardJobToManaged(ManagedJobData*)
 #6 ujob_execute_job(ujob_control_t*, ujob_lane_t*, ujob_job_t*, ujob_handle_t, unsigned int)
 #7 lane_guts(ujob_control_t*, ujob_lane_t*, int, int)
 #8 worker_thread_routine(void*)
 #9 Thread::RunThreadWrapper(void*)
 #10 _pthread_start
 #11 thread_start

The behaviour after a bug appears is the following: client can sent all request to a server and server recieves it. But the bugged client does not recieve any messages

ShadauxCat commented 4 months ago

com.unity.transport version 2.3.0 has released today that I think should have a fix for this issue. A new release for the 1.x line of com.unity.transport should be out soon as well, I'll post again when that is out in case you can't or don't want to update to 2.3.0.

Can you retest and confirm for us?

michalChrobot commented 1 week ago

It should be fixed in com.unity.transport 2.3.0 as well as in 1.5.0. If after updating to one of those versions it will still not work correctly let us know, otherwise we will be slowly closing issues related to this bug. If you will still experience this problem feel free to reopen the issue.