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Question by Morgenstern_1 · Jun 14, 2016 at 02:54 PM · networkingnetworkdisconnect

UNET - Disconnect a Player during OnServerAddPlayer

Hi guys,

I'm looking for a way to kick a player during OnServerAddPlayer in my custom UNETManager. I've seen similar topics around here but none are attempting to do the disconnect this early.

Network.CloseConnection needs a NetworkPlayer, which I don't have yet. All I have is a NetworkConnection. If I call Disconnect on that NetworkConnection it does kick the player but generates a few errors on the Server (Failed to send internal buffer channel:0 bytesToSend:1302 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate())

Any advice? Thanks in advance.

 public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
 {
     if (TestToSeeIfPlayerCanConnect())
     {
         // Carry on connecting as normal...
     }
     else
     {
          // this causes errors
          conn.Disconnect();
     }
 }


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Answer by Morgenstern_1 · Jun 15, 2016 at 10:26 AM

Well from tinkering around it seems that doing:

 conn.Dispose();
 conn.Disconnect();

seems to work without generating errors (although there is a warning). Whether or not this is the right approach remains to be seen, if anyone has any better ideas then please let me know!

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avatar image Morgenstern_1 · Jun 15, 2016 at 01:16 PM 0
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Hmmm... I take that back. I seemed to work when running several standalone players on my machine, but as soon as I try over a LAN with other people that code generates errors too.

Failed to send internal buffer channel:0 bytesToSend:547 UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) UnityEngine.Networking.ChannelPacket:SendToTransport(NetworkConnection, Int32) (at C:\buildslave\unity\build\Extensions\Networking\Runtime\ChannelPacket.cs:52) UnityEngine.Networking.ChannelBuffer:SendInternalBuffer() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\ChannelBuffer.cs:306) UnityEngine.Networking.ChannelBuffer:CheckInternalBuffer() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\ChannelBuffer.cs:134) UnityEngine.Networking.NetworkConnection:FlushChannels() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkConnection.cs:277) UnityEngine.Networking.NetworkServerSimple:UpdateConnections() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkServerSimple.cs:197) UnityEngine.Networking.NetworkServerSimple:Update() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkServerSimple.cs:267) UnityEngine.Networking.NetworkServer:InternalUpdate() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkServer.cs:706) UnityEngine.Networking.NetworkServer:Update() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkServer.cs:656) UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkIdentity.cs:1058)

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