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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A ConnectionRequestMessage was received from the server on the client side. #2768

Open zhmengqing opened 7 months ago

zhmengqing commented 7 months ago

Description

[Netcode] A ConnectionRequestMessage was received from the server on the client side. This should not happen. 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: Message Size: 90. Message Content: 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 d1 5c 21 3f 8a f6 d5 3b UnityEngine.Debug:LogError (object) Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.7.0/Runtime/Logging/NetworkLog.cs:34) Unity.Netcode.NetworkManagerHooks:OnVerifyCanReceive (ulong,System.Type,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.7.0/Runtime/Messaging/NetworkManagerHooks.cs:91) Unity.Netcode.NetworkMessageManager:CanReceive (ulong,System.Type,Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.7.0/Runtime/Messaging/NetworkMessageManager.cs:327) Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.7.0/Runtime/Messaging/NetworkMessageManager.cs:409) Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.7.0/Runtime/Messaging/NetworkMessageManager.cs:460) Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.7.0/Runtime/Core/NetworkManager.cs:45) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.7.0/Runtime/Core/NetworkUpdateLoop.cs:185) Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.7.0/Runtime/Core/NetworkUpdateLoop.cs:208)

Reproduce Steps

  1. I used https://uos.unity.cn/doc/sync/relay-netcode#sample this relay sdk to build a game with rooms list that players can join and leave.
  2. I build two package as two players, one create a room for 2, and the other join it.
  3. The editor search the room list in runtime, and join the room above.
  4. See error

Actual Outcome

An error log, and wrong scene

Expected Outcome

A clear and concise description of what you expected to happen.

Screenshots

If applicable, add screenshots to help explain your problem.

Environment

NoelStephensUnity commented 7 months ago

@zhmengqing Are you using UnityTransport or some other transport? Also, you can find some sample relay code here for reference purposes.