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Won't Fix
Votes
0
Found in
5.4.0f3
Issue ID
853897
Regression
No
NetworkConnection.SendWriter overrides previous messages when Server and Client runs on host instance
Reproduction steps:
1. Open attached project "NetworkSendWriter"
2. Open "Test" scene
3. Hit Play
Expected result:
Client receives 4 messages with values "1" and "2" ("From Server" messages in console)
Actual result:
Client receives 4 messages with value "2"
When Server and Client is on the same game instance (LAN Host) and Server sends message to the Client, all the messages are received together (Client RegisterHandler callback is not intercepting Server code) and that is where the issue occurs. However, when Client sends a message to the Server, Servers NetworkServer.RegisterHandler callback intercepts in code execution and handles the message. Therefore, the second message is also handled properly.
This doesn't occur on client launched on different game instance.
Reproduced on 5.2.5f1, 5.3.6p8, 5.4.0f3, 5.4.3f1, 5.5.0f1, 5.6.0a5
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Resolution Note:
Mass closure of UNET Bugs.
As UNet is Deprecated we are moving to low maintenance mode, where critical issues can get fixes.
Closing this bug as part of cleaning-up the Bug List.
If you feel this bug is really a road-blocker, you can reopen the bug and we will work on this one.
For more information and next steps see this [blog post](https://blogs.unity3d.com/2018/08/02/evolving-multiplayer-games-beyond-unet/) and the [FAQ](https://support.unity3d.com/hc/en-us/articles/360001252086-UNet-Deprecation-FAQ)