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
Describe the bug
Endless loop due to wrong data type in counter variable i.
To Reproduce
I don't have enough understanding of the inner workings to tell how exactly to reproduce this. However it's obvious that the for loop in ReliableSequencedChannel.HandleAck(ArraySegment<byte> payload) can never complete when bits is greater than 255. Not sure IF bits should ever be greater than 255, but it is in my case. The debugger shows a value of 4128 in my case.
Same issue may probably occur in ReliableChannel as well.
Expected behavior
It shouldn't lock up. Either the counter i should be of type int or it should be guaranteed that bits can never exceed 255.
Environment (please complete the following information):
OS: Debian 11
Unity Version: N/A (this is a pure .NET 7 application)
Additional context
The deadlock occurs after a few minutes during loadtests of my game server. It is possible that the game server is sending or receiving too much data which may increase the chance of this issue ocurring.
The text was updated successfully, but these errors were encountered:
Describe the bug
Endless loop due to wrong data type in counter variable
i
.To Reproduce
I don't have enough understanding of the inner workings to tell how exactly to reproduce this. However it's obvious that the for loop in
ReliableSequencedChannel.HandleAck(ArraySegment<byte> payload)
can never complete whenbits
is greater than 255. Not sure IFbits
should ever be greater than 255, but it is in my case. The debugger shows a value of 4128 in my case.Same issue may probably occur in
ReliableChannel
as well.Expected behavior
It shouldn't lock up. Either the counter
i
should be of typeint
or it should be guaranteed thatbits
can never exceed 255.Environment (please complete the following information):
Additional context
The deadlock occurs after a few minutes during loadtests of my game server. It is possible that the game server is sending or receiving too much data which may increase the chance of this issue ocurring.
The text was updated successfully, but these errors were encountered: