Search Unity

OverflowException error in client.

Discussion in 'Netcode for GameObjects' started by ulralra_unity, Feb 14, 2022.

  1. ulralra_unity

    ulralra_unity

    Joined:
    Apr 9, 2021
    Posts:
    9
    1.0.0-pre.5 was received and applied. When I connected to a server with 1000 objects by setting MaxPayloadSize to 100000, the following error occurred.

    [Netcode] Incoming Data From 4294967296: 72698 bytes

    OverflowException: Not enough space in the buffer to read recorded synchronization data size.
    Unity.Netcode.SceneEventData.CopySceneSynchronizationData (Unity.Netcode.FastBufferReader reader) (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/SceneManagement/SceneEventData.cs:512)
    Unity.Netcode.SceneEventData.Deserialize (Unity.Netcode.FastBufferReader reader) (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/SceneManagement/SceneEventData.cs:458)
    Unity.Netcode.NetworkSceneManager.HandleSceneEvent (System.UInt64 clientId, Unity.Netcode.FastBufferReader reader) (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/SceneManagement/NetworkSceneManager.cs:1797)
    Unity.Netcode.SceneEventMessage.Receive (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context) (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/Messaging/Messages/SceneEventMessage.cs:16)
    Unity.Netcode.MessagingSystem.HandleMessage (Unity.Netcode.MessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/Messaging/MessagingSystem.cs:263)
    UnityEngine.Debug:LogException(Exception)
    Unity.Netcode.MessagingSystem:HandleMessage(MessageHeader&, FastBufferReader, UInt64, Single, Int32) (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/Messaging/MessagingSystem.cs:267)
    Unity.Netcode.MessagingSystem:processIncomingMessageQueue() (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/Messaging/MessagingSystem.cs:282)
    Unity.Netcode.NetworkManager:OnNetworkEarlyUpdate() (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/Core/NetworkManager.cs:1225)
    Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/Core/NetworkManager.cs:1196)
    Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/Core/NetworkUpdateLoop.cs:149)
    Unity.Netcode.<>c:<CreateLoopSystem>b__0_0() (at Packages/com.unity.netcode.gameobjects@1.0.0-pre.5/Runtime/Core/NetworkUpdateLoop.cs:172)

    ----------------------------------
    The code is :
    https://dev-puppyred.s3.amazonaws.com/test/com.unity.multiplayer.samples.coop-1.0.1-pre.zip
    (uploading file size limit....)

    It is a project with a very slight revision of the bossroom sample project.
    - use 1.0.0-pre.5 version.
    - BossRoom.unity : NetworkObject has been increased by about 1,000.
    - NetworkManager.UTP : MaxPayloadSize to 100000

    Reproducing step.
    - Build server after turn on Server Build option in the building settings.
    - Run the built server (automatically listening on 0.0.0.0 / 9998 port)
    - Play Startup scene in the unity editor, and join to [127.0.0.1 / 9998].

    Thank you!
     
  2. MidniteOil

    MidniteOil

    Joined:
    Sep 25, 2019
    Posts:
    345
    Did you ever get a resolution for this?