MirrorNetworking / MirrorNetworking/Telepathy

Client immediately disconnects when reconnecting an on-going game

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Dominant language
C#
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Forks
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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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  3. Fork the repository and make your change on a branch.
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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

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