FirstGearGames / FishNet

FishNet: Unity Networking Evolved.

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Network LOD causes Exploit Attempt Kick

sinfulspartan opened this issue · comments

General
Unity version: 2022.3.0
Fish-Networking version: 4.1.4R, 4.1.2R, 4.1.0R
Discord link:
https://discord.com/channels/424284635074134018/1206059692602818580

Description
When using network lod it will kick the client after 30 seconds for a Exploit Attempt

Replication
Steps to reproduce the behavior:
Use network lod.
Build a server, not in development mode
Connect client to server
Server kicks after 30 secs due to exploit attempt

If the server is run in the editor or in development mode, it does not kick the client.

Expected behavior
Not kicking since nothing is happening

Screenshots
https://github.com/FirstGearGames/FishNet/assets/89873705/ee2aa4e8-0702-4272-b58e-e6333bb16992

I could not replicate which makes me believe something is going on with your build. There's been no LOD changes between 4.1.4 and current either.

Please make a really small test project replicating the issue and upload.

https://fish-networking.gitbook.io/docs/manual/guides/creating-bug-reports

@FirstGearGames
fishnetbugtest.zip

Attached is the fresh install that I tested on, which is happening in the video I uploaded.

I unfortunately cannot import that, it will make a mess of my project. Please move everything to a subfolder then upload.

Looking at your issue now.

Something probably unrelated but interesting ...
I was getting an IL error on your Logging class. I broke it down to the following which caused it.

public class Logging : MonoBehaviour
{
    private void Application_logMessageReceived(string condition, string stackTrace, LogType type)
    { }

    private IEnumerator CreatedILError()
    {
        yield return null;
    }
}

Nothing has to call them, it just breaks in my Unity. This could be a Unity issue but I'll check it out none the less.

EDIT
The IL error seems to be a Unity issue. Codegen isnt even touching the class.

Yeah it was 100% just Unity being Unity.

I think the LOD issue is in your project by the way. You have it enabled on the Server scene but not the Client scene.

Yes. Otherwise the server will eventually pickup on the fact the client is falsifying data and kick them. Closing since this is completed :) Will DM you with more information.