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Disconnecting client after NatIntroductionSuccess in NAT hole punching scenario #366
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There is can be some problems when you try connect simultaneously from both sides (client1 to client2 and client2 to client1). I will look into this. |
@sondreb i know about bug and what cause it. It's just a bit complex to do this in 2 hours :) |
@amazedevil @sondreb should be fixed in master. You can check on your sides. Will push into new release a bit later. |
Great work, thanks! Gave you a couple of coffee 👍 |
@sondreb thanks! |
I've met a disconnection scenario, it's quite unstable, but happens not so rarely. I'm using NAT hub server (dotnetcore on Linux) to connect two clients (Android phone and Unity editor on Windows 10) with NAT hole punching, it's quite a sample-like setup (HolePunchServerTest), with almost all listening got from there. In some cases client that is connecting to other client, is like getting NatIntroductionSuccess event, but after that receiving connection request, accepting it and receiving more and more ones. All in all it ends with "connection failed". Maybe later I'll try to reproduce it in some test environment, but that's what I know for that moment. Is that somehow expected? Thanks!
Library version: 0.9.2
Framework: Unity + Unity editor + dotnetcore
OS: Unity: Android, Unity editor: Windows 10, dotnetcore: Linux
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