MirrorNetworking / MirrorNetworking/Telepathy
Client immediately disconnects when reconnecting an on-going game
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- Dominant language
- C#
- Stars
- 1.2k
- Forks
- 141
- PR merge metrics
- No merged PRs in 30d
Description
In our game all players join in a lobby level, after which they start the game and join the next level. This works fine, however if a player disconnects and tries to reconnect the on-going game again, they get immediately kicked out. We get the following message in our output log:
Closing connection: connection(0). Received message Mirror.SpawnMessage that required authentication, but the user has not authenticated yet.
We simply start the server with NetworkManager.StartServer and connect using NetworkManager.StartClient.
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First steps
- Read the whole issue, then the project's contributing guide.
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- Open a pull request that references the issue number.
Research direction
Start by reproducing the reconnect flow using NetworkManager.StartServer and NetworkManager.StartClient, then inspect the authentication sequence around the reported Mirror.SpawnMessage error. The work is done when a player can disconnect and reconnect to an ongoing game without being kicked for unauthenticated spawn messages.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- networking
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100