You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This is just acting as a bookmark for the discussion in private chat on the Discord. So apparently this is what's happening, that for some reason 0s are being translated into -7 for some reason.
My games' dedicated server connects to the list server and sends a message to the list server and says 0 players online.
The list server receives the player count as a '0' and seems to set it as such in its memory.
A normal game client instance connects to the list server and gets the list of servers. It gets a GetServersReply packet and consumes it but instead of saying 0 players it becomes -7 players. The maximum player count, 16, in this case behaves correctly.
NetworkMessages are up to date between both server and client(s).
Could this possibly a bit packer error or some jank going on?
The text was updated successfully, but these errors were encountered:
Seems to be related to BitCount(16) attribute causing corruption.
Maybe a Unity 2020 thing? James says he can't replicate it.
Possibly need to do a reproduction project, I guess.
This is just acting as a bookmark for the discussion in private chat on the Discord. So apparently this is what's happening, that for some reason 0s are being translated into -7 for some reason.
Could this possibly a bit packer error or some jank going on?
The text was updated successfully, but these errors were encountered: