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Feature : makes impossible to receive messages before all the scene NetworkIdentity have been activated back. #3606
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Is this related to scene changes? If so, how are you changing scenes on clients? |
i change scene like this: |
If you send a SceneMessage from server to clients, or use Network Manager's ServerChangeScene method, then clients will suspend msg processing until the scene is loaded. Mirror has always been designed like this. |
Frankly i don't remember exactly, it was a little while ago. |
This feature request is related to this :
#3601
It looks like mirror client side is trying to receive message before the scene NetworkIdentities are activated back via:
NetworkClient.ApplySpawnPayload()
I tried to track the message with :
RemoteCalls.RemoteProcedureCalls.GetDelegate(msgType)
it returns me "Null"
As a result the client is disconnected.
In
NetworkClient.OnTransportData()
i commented out:connection.Disconnect();
- line 350and added to my GameObject a debug utilitie with:
public void OnEnable(){Debug.Log("WhoActivated - OnEnable: " + gameObject.name, gameObject);}
i receive:
Unknown message id: 46251. This can happen if no handler was registered for this message.
from NetworkClient.UnpackAndInvoke()until the GameObject is activated back, then never anymore.
So the request is:
Can mirror prevent message receive until all NetworkIdentities are activated back ?
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