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Describe the bug
I told previously (#3784 - ServerChangeScene sends NotReadyMessage to non-authenticated-yet connections), I'm rewriting the way my game loads and connects to servers. Now I call StartHost() and immediately after it I call ServerChangeScene() (no online scene set). This should work fine, though there was a problem with NotReadyMessage in an older version of Mirror. I've made a local fix to not update Mirror now, but noticed another problem.
As the title said, any messages sent in NetworkAuthenticator.OnClientAuthenticate() are just ignored. I send a RequestMessage there to authenticate. However as I see, StartHost() doesn't immediately authenticates the local client. StartHost() calls FinishStartHost() (because there's no online scene set), then it calls HostMode.InvokeOnConnected(), and it does this: ((LocalConnectionToServer)NetworkClient.connection).QueueConnectedEvent(). That connected event would be called in the next Update of the LocalConnectionToServer():
internaloverridevoidUpdate(){base.Update();// should we still process a connected event?if(connectedEventPending){connectedEventPending=false;NetworkClient.OnConnectedEvent?.Invoke();}
OnConnectedEvent then calls NetworkManager.OnClientConnectInternal(), which then calls authenticator.OnClientAuthenticate() (if we have an authenticator, we do have) finally.
The problem: The update of the local client won't be called immediately, but ServerChangeScene() will be. It will set isLoadingScene to true on the server and... NetworkServer.OnTransportData() will be called:
// LocalConnectionToServer.csinternaloverridevoidUpdate(){base.Update();// should we still process a connected event?if(connectedEventPending&&!NetworkServer.isLoadingScene){connectedEventPending=false;NetworkClient.OnConnectedEvent?.Invoke();}
Describe the bug
I told previously (#3784 - ServerChangeScene sends NotReadyMessage to non-authenticated-yet connections), I'm rewriting the way my game loads and connects to servers. Now I call StartHost() and immediately after it I call ServerChangeScene() (no online scene set). This should work fine, though there was a problem with NotReadyMessage in an older version of Mirror. I've made a local fix to not update Mirror now, but noticed another problem.
As the title said, any messages sent in NetworkAuthenticator.OnClientAuthenticate() are just ignored. I send a RequestMessage there to authenticate. However as I see, StartHost() doesn't immediately authenticates the local client. StartHost() calls FinishStartHost() (because there's no online scene set), then it calls HostMode.InvokeOnConnected(), and it does this: ((LocalConnectionToServer)NetworkClient.connection).QueueConnectedEvent(). That connected event would be called in the next Update of the LocalConnectionToServer():
OnConnectedEvent then calls NetworkManager.OnClientConnectInternal(), which then calls authenticator.OnClientAuthenticate() (if we have an authenticator, we do have) finally.
The problem: The update of the local client won't be called immediately, but ServerChangeScene() will be. It will set isLoadingScene to true on the server and... NetworkServer.OnTransportData() will be called:
Yes, this will completely ignore any authentication messages sent in NetworkAuthenticator.OnClientAuthenticate().
[IMPORTANT] How can we reproduce the issue, step by step:
Expected behavior
Messages sent in OnClientAuthenticate() should be handled by the server.
Desktop (please complete the following information):
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