MirrorNetworking / MirrorNetworking/Mirror
After updating to version 95.1.6, desynchronization was observed,
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- Dominant language
- C#
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Description
After updating to version 95.1.6, I noticed synchronization issues. Through multiple debugging sessions, I found the problem was caused by my repeated calls to AddPlayerForConnection. Within AddPlayerForConnection, it calls SetClientReady(conn), and multiple calls to SetClientReady(conn) will clear pendingSpawns. I suggest adding "if (conn.isReady) return;" in the SetClientReady function.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating SetClientReady and its callers, especially AddPlayerForConnection. Reproduce repeated calls for the same connection and inspect how pendingSpawns changes. Done means repeated readiness calls no longer clear pending spawns, with the synchronization behavior preserved.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev, networking
- Issue type
- Bug
- Difficulty
- 2/5
- Estimated time
- 1-3 hours
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 55/100