Comments (3)
The only thing that could cause a NullReferenceException on line 297 of the Client class is connection
being null, which it will be if you haven't initiated a connection yet. However, Riptide itself does not try to send any messages before initiating a connection, which means that you must be trying to send something before connecting...
Do you send messages in Update
or from anywhere else which might execute before you call your client's Connect
method?
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Oh well. Indeed I send messages on Update before client is connected. Previous RiptideNetworking version was ok with that :D
Connection null check with some error message would be nice though, for debugging.
from riptide.
Previous RiptideNetworking version was ok with that
I'm pretty sure it just silently discarded the message though. It wouldn't have tried to actually send it without being connected.
Connection null check with some error message would be nice though
I mean you are getting an error message (the NullReferenceException), and the stack trace should show you exactly what your own code is calling to cause itβit's just that it doesn't explicitly tell you "you can't send messages until you're connected."
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Related Issues (20)
- Feature Request | Message.Reserve & Message.Insert methods HOT 5
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- Feature Request | Additional MessageSendModes HOT 7
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- Bug | Eating bytes if is count more than 32767 (Message only contains 7170 unread bytes, which is not enough to retrieve 72706 bytes! Returned array will contain default elements) HOT 2
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- Suggestion for AddBytes method HOT 1
- Show message id when reliable message fails to ack in PendingMessage.TrySend HOT 1
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