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Disconnecting client after NatIntroductionSuccess in NAT hole punching scenario #366

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amazedevil opened this issue May 4, 2020 · 7 comments
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@amazedevil
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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

@RevenantX
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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.

@RevenantX RevenantX added the bug label May 16, 2020
@sondreb
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sondreb commented Jun 1, 2020

Running the HolePunchServerTest in LibSample also results in similar behavior.

image

@sondreb
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sondreb commented Jun 1, 2020

Running manually from the bin folder works fine. It's deterministic, running F5 debugging it will fail, but running from bin folder it works every time:

image

@RevenantX
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@sondreb i know about bug and what cause it. It's just a bit complex to do this in 2 hours :)

@RevenantX
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@amazedevil @sondreb should be fixed in master. You can check on your sides. Will push into new release a bit later.

@sondreb
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sondreb commented Jun 14, 2020

Great work, thanks! Gave you a couple of coffee 👍

@RevenantX
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@sondreb thanks!

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