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The intention of pull #121 from @imerr was to have the callback client.OnDisconnected being called within the client even in case of socket errors or different exceptions.
I think that intention was fulfilled. This can be verified for example by calling client.Connect("localhost", 13378888); which uses an invalid port.
On the other hand I think that the change had unintended side effects. In my project I can see that within the client during regular, error-free use the callback client.OnDisconnected is always called twice. It does not matter whether the client or the server initiated the disconnect.
In my opinion that callback should only be called once (not twice).
My knowledge about Telepathy is not good enough to suggest an improvement or even create a pull request, sorry.
The text was updated successfully, but these errors were encountered:
I've encountered the same issue. I think that the #121 change is incorrect. I'm getting the Disconnected event without it. Just make sure to always call client.Tick() in the Unity's Update loop even if the client is not connecting/connected. Maybe that was the root cause of @imerr's issue that prompted him to implement that "fix" (?)
The intention of pull #121 from @imerr was to have the callback
client.OnDisconnected
being called within the client even in case of socket errors or different exceptions.I think that intention was fulfilled. This can be verified for example by calling
client.Connect("localhost", 13378888);
which uses an invalid port.On the other hand I think that the change had unintended side effects. In my project I can see that within the client during regular, error-free use the callback
client.OnDisconnected
is always called twice. It does not matter whether the client or the server initiated the disconnect.In my opinion that callback should only be called once (not twice).
My knowledge about Telepathy is not good enough to suggest an improvement or even create a pull request, sorry.
The text was updated successfully, but these errors were encountered: