Server.Disconnect connectionId:1 UnityEngine.Debug:Log (object) Telepathy.Server:Disconnect (int) - Fix
Server.Disconnect connectionId:1 UnityEngine.Debug:Log (object) Telepathy.Server:Disconnect (int) - Fix
The server might be disconnecting the client if it doesn't meet certain conditions defined in your OnServerConnect or OnServerAuthenticated methods.
Fix: Check your custom logic in NetworkManagerLobby.OnServerConnect (Usualy line 101 in your code):
csharp
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public override void OnServerConnect(NetworkConnection conn)
{
base.OnServerConnect(conn); // Make sure to call the base method if overridden.
// Example custom logic
if (conditionToRejectConnection)
{
conn.Disconnect();
Debug.Log("Client disconnected due to unmet conditions.");
}
}
Ensure there are no conditions in OnServerConnect or OnServerAuthenticated that automatically disconnect valid clients.
Add debug logs to understand why the connection is being rejected.
If you're using authentication, the client might not be authenticating in time, leading the server to disconnect it.
Fix:
If you have custom authentication logic, ensure it completes successfully before the server's timeout period.
You can adjust the authentication timeout in your transport settings or implement proper handling in OnServerAuthenticated.
Example:
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public override void OnServerAuthenticated(NetworkConnection conn)
{
base.OnServerAuthenticated(conn);
Debug.Log("Client authenticated successfully.");
}
The disconnection might stem from the Telepathy transport layer, which Mirror uses by default. This can happen if:
The client sends malformed data.
There's a mismatch in transport settings between client and server.
Fix:
Verify that both the client and server use the same transport settings (e.g., port, max connections).
Debug the TelepathyTransport component to ensure it’s correctly configured.
If the server's maximum connection limit is reached, new clients will be disconnected.
Fix:
Check the Max Connections property in the Network Manager or Telepathy Transport configuration and increase it if necessary.
Example:
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// Ensure the transport allows enough connections.
var transport = Transport.activeTransport as TelepathyTransport;
if (transport != null)
{
transport.MaxConnections = 10; // Increase as needed.
}
The client itself might be disconnecting before fully authenticating or completing the handshake.
Fix:
Check the client logs for errors or exceptions during the connection process.
Ensure the client calls StartClient() properly and handles server authentication if required.
Add detailed logs to identify the cause of the disconnect:
Log every step of the server connection process:
csharp
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public override void OnServerConnect(NetworkConnection conn)
{
Debug.Log($"Client connected: {conn.connectionId}");
base.OnServerConnect(conn);
}
public override void OnServerDisconnect(NetworkConnection conn)
{
Debug.Log($"Client disconnected: {conn.connectionId}");
base.OnServerDisconnect(conn);
}
public override void OnServerAuthenticated(NetworkConnection conn)
{
Debug.Log($"Client authenticated: {conn.connectionId}");
base.OnServerAuthenticated(conn);
}
Check and Log OnServerConnect Logic: Ensure no invalid conditions are prematurely disconnecting clients.
Ensure Matching Transport Settings: Confirm the server and client use the same settings (e.g., port, network address).
Debug Authentication Logic: Add logs to confirm the client is properly authenticated.
Monitor Connection Limits: Verify the server’s MaxConnections value and adjust as needed.
Test with a Minimal Setup: Simplify your project to isolate the issue:
Use a clean NetworkManager setup with no custom logic.
Attempt a connection and observe the behavior.
If none of these steps resolves the issue, share more details about your NetworkManagerLobby class, and I can help analyze it further.