Description
ClientId is 0 (or default) in the OnClientDisconnectedCallback if server refuse the connection immediately
Reproduce Steps
- Start a server with a simple approval callback, no client connected.
- Connect a client.
- In the ConnectionApprovalCallback (server-side), the ClientId is 1 (
request.ClientNetworkId)
- Refused the client immediately (Version mismatch for example)
- In the OnClientDisconnectCallback, observe the clientId parameter value, 0 instead of 1.
Actual Outcome
Wrong client Id in the OnClientDisconnectedCallback parameter
Expected Outcome
Good client Id in the OnClientDisconnectedCallback parameter
Screenshots
Showing that the TransportIdCleanUp is called twice, returning the wrong value the second time:





Environment
- OS: Windows 10
- Unity Version: 2022.2.3
- Netcode Version: 1.4
Description
ClientId is 0 (or default) in the
OnClientDisconnectedCallbackif server refuse the connection immediatelyReproduce Steps
request.ClientNetworkId)Actual Outcome
Wrong client Id in the OnClientDisconnectedCallback parameter
Expected Outcome
Good client Id in the OnClientDisconnectedCallback parameter
Screenshots
Showing that the TransportIdCleanUp is called twice, returning the wrong value the second time:





Environment