Closed
Description
Description
If a scene load is initiated by the server, and a client disconnects before finishing loading the scene, the server will have to wait until NetworkConfig.LoadSceneTimeOut before invoking the event. The same happens for unload events.
Reproduce Steps
- Start a game with at least one connected client
- Have the server listening for LoadEventCompleted SceneEvents
- Pause one client
- Initiate the scene load
- Wait until the paused client times out and gets disconnected by the server
For this to happen, DisconnectTimeoutMS must be lower than LoadSceneTimeOut. By default they are 30s and 120s respectively.
Actual Outcome
The LoadEventCompleted is not triggered and keeps waiting until NetworkConfig.LoadSceneTimeOut has elapsed.
Expected Outcome
The LoadEventCompleted is triggered when the client is disconnected, and it is added to the list of clients that timed out.
Screenshots
If applicable, add screenshots to help explain your problem.
Environment
- OS: Win10
- Unity Version: 2020.3.33f1
- Netcode Version: 1.0.0-pre.7
Additional Context
Tested on the BossRoom sample.