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NetworkDiscovery no Fail to execute as scheduled #3761

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yangjiechao opened this issue Feb 1, 2024 · 0 comments
Open

NetworkDiscovery no Fail to execute as scheduled #3761

yangjiechao opened this issue Feb 1, 2024 · 0 comments
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@yangjiechao
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When I package to ios and Android real phones, one mobile phone started the service AdvertiseServer, Unity editor could find the server, but the other mobile phone could not find the server, Unity editor started the service AdvertiseServer, both mobile phones could not find the server, error message:
EndOfStreamException: ReadBlittable<System.Int64> not enough data in buffer
to read 8 bytes: [ @ 0/0]
at Mirror.NetworkReader.ReadBlittable[T] () [0x00000] in
<00000000000000000000000000000000>:0
at
Mirror.Discovery.NetworkDiscoveryBase`2[Request,Response].ReceiveGameBroadcastAsync
(System.Net.Sockets.UdpClient udpClient) [0x00000] in
<00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal
(System.Threading.ExecutionContext
executionContext, System.Threading.ContextCallback callback, System.Object
state, System.Boolean preserveSyncCtx) [0x00000] in
<00000000000000000000000000000000>:0
at
System.Runtime.CompilerServices.AsyncMethodBuilderCore+MoveNextRunner.Run
() [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke
() [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.UnitySynchronizationContext.Exec () [0x00000] in
<00000000000000000000000000000000>:0
--- End of stack trace from previous

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