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Fixed

Fixed in 1.2.1

Votes

0

Found in [Package]

1.1.0

Issue ID

NCCBUG-187

Regression

Yes

Netcode package throws an OverflowException when connecting a second client to the host and trying to read ConnectionApprovedMessage

Package: Multiplayer Netcode for GameObjects

-

Reproduction steps:

  1. Open the attached “NGO-Repro” project
  2. Press File → Build Settings → Build
  3. Launch two instances of the Player
  4. In the first instance press the Host button
  5. In the second instance press the Join button
  6. In the Editor open the “Bootstrap” scene
  7. Enter the Play Mode
  8. In the Game view press the Join button
  9. Observe the Console in the editor

Expected result: OverflowException is not thrown
Actual result: OverflowException is thrown

Reproducible with: 1.1.0 (2022.1.23f1, 2022.2.0b16, 2023.1.0a20)
Not reproducible with: 1.0.2 (2022.1.23f1, 2022.2.0b16, 2023.1.0a20)
Could not test with: 1.0.2, 1.1.0 (2020.3.42f1, 2021.3.14f1) (either errors during build or before building)

Reproduced on: Windows 10

First lines of exception:
OverflowException: Reading past the end of the buffer
Unity.Netcode.FastBufferReader.ReadBytesSafe (System.Byte* value, System.Int32 size, System.Int32 offset) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Serialization/FastBufferReader.cs:679)
Unity.Netcode.FastBufferReader.ReadUnmanagedSafe[T] (T& value) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Serialization/FastBufferReader.cs:733)
Unity.Netcode.FastBufferReader.ReadValueSafe[T] (T& value, Unity.Netcode.FastBufferWriter+ForStructs unused) (at Library/PackageCache/com.unity.netcode.gameobjects@1.1.0/Runtime/Serialization/FastBufferReader.cs:832)

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