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Setting all NetworkObjects to invisible causes BufferOverflow error

See original GitHub issue

Describe the bug When returning false for all CheckObjectVisibility checks on all NetworkObjects a OverflowException: Could not deserialize SceneObject: Out of buffer space. error occurs.

To Reproduce Steps to reproduce the behavior:

  1. Clone https://github.com/Twin-Drums/MLAPI.Testing.Public
  2. Switch to the branch buffer-overflow-report (the branch contains a clean new Netcode 1.0.0 project - and is not upgraded from a MLAPI project)
  3. Open MLAPI.Testing.Public and MLAPI.Testing.Public.Hardcopy
  4. Open the scene Server in one and Client in the other project
  5. Press play in the server scene, wait until it started and then press play in the client scene
  6. Check the client console for Out of buffer space. error

Actual outcome Client throws a OverflowException: Could not deserialize SceneObject: Out of buffer space. error (see screenshot below).

Expected outcome No error should appear only because all NetworkObjects are invisible.

Screenshots grafik

Environment:

  • OS: Windows 10
  • Unity Version: 2020.3.22f1
  • Netcode Version: 1.0.0-pre.3

Additional context Changing the return value to true in NetworkVisibilityObject in line 30: bool HandleCheckObjectVisibility(ulong clientId) => false; will make the error disappear (and also spawn the objects on the client).

Issue Analytics

  • State:closed
  • Created 2 years ago
  • Comments:9 (5 by maintainers)

github_iconTop GitHub Comments

1reaction
LukeStampflicommented, Feb 23, 2022

The fix for this will be in pre6 which we plan to release very soon.

1reaction
LukeStampflicommented, Feb 23, 2022

I don’t think this has been backported from develop to the 1.0.0-pre.5 release. So it will be in a future release.

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