Search Issue Tracker
By Design
Votes
0
Found in
5.1.0f3
Issue ID
709316
Regression
No
[NetworkTransport][Receive] Sending larger buffer than clients buffer causes Receive() to receive it endlessly
Steps to reproduce:
1. Open attached project
2. Open "scenes/main"
3. Run "main" scene in unity and press "Start client"
4. Build and run project. Then, when the build loads, press "Start server"
6. Type in few symbols and press send
7. In the Unity console notice that packet was successfully received
8. Get back to server, type in more than 250 symbols and press send (this will make sent buffer longer than client can receive)
9. Notice that Receive() is being called endlessly.
10. Close server (standalone build) and notice that console is still being spammed.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Add comment