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Client Disconnect Due to Timeout Is Not Logged #2390

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@Reag

Description

@Reag

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

  1. Setup a Multiplayer Scene or Project
  2. Set 'Heartbeat Timeout MS' to a value higher than 'Disconnect Timeout MS'
  3. Build or Run project on a server and a client
  4. 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

Sample Config:
image

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

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    TrackingHas been added to trackingpriority:lowThis issue has low priority and will take some time to be resolvedstat:importedStatus - Issue is tracked internally at Unitystat:reply-neededAwaiting reply from Unity accounttype:bugBug Report

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