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Deactivating the Domain Reload is breaking the Connection Process (with Approval Callback) with multiple errors #2717

Description

@LeFlown

Description

Starting the game without the Domain reload causes startup errors and when the connection is processed, we end up with an overflow exception, "writing Past the End of the Buffer".

Reproduce Steps

  1. Create a very simple project with a server and a client using Netcode 1.6
  2. Deactivate the Domain reload, like on the first screenshot
    3 Setup you connection with an Approval Callback
  3. Start the game and try to connect with the client
  4. Notice the multiple errors in the console.
  5. The connection is never approved

Side note: the Overflow exception we see on our side (last screenshot) is because we added a Try Catch in the NetworkUpdate method from the NetworkManager

Actual Outcome

Multiple errors in the console, and the Client connection is not processed / approved

Expected Outcome

No error in the console, and the connection is validated

Screenshots

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Environment

  • OS: Windows 10
  • Unity Version: 2022.2.3f1
  • Netcode Version: 1.6

Additional Context

If we activate the Domain Reload (unchecking the Enter PlayMode option in the project settings), everything is working fine.
But since our project is quite big, we take a hit in terms of iteration speed if we have to keep it activated.

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