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Description
Description
When ever a client times out due to inactivity, no special information is sent to the console to distinguish it from other types of disconnects. This occurs even if the NetworkManagers LogLevel is set to 'Developer'.
Reproduce Steps
- Setup a Multiplayer Scene or Project
- Set 'Heartbeat Timeout MS' to a value higher than 'Disconnect Timeout MS'
- Build or Run project on a server and a client
- Await for at least 'Disconnect Timeout MS' in time with no messages being sent between the client and server.
Actual Outcome
Client is disconnected with a generic message, specifically [Netcode] Disconnect Event From 0
Expected Outcome
Some kind of error message that is useful to determining why a client disconnected (For example: Client Timed Out).
Screenshots
Environment
- OS: Windows 10
- Unity Version: 2021.3.12f1
- Netcode Version: 1.2.0
Additional Context
This, combined with the DisconnectReason being empty bug, makes debugging the cause of certain client disconnect events near impossible.
In addition, I would consider adding some validation to the UnityTransport editor to ensure that the heartbeat is lower than the disconnect timeout