Description

This issue has been around for a long time (potentially UE3).

UNetDriver::Time is a float, which is updated by accumulating Delta Time during ticks. This means the longer a game runs, and the higher the server tick rate is, the more likely it is that floating point error can cause the time to never properly update.

This may cause a number of issues, but the most apparent seems to be that Handshaking fails so new clients can no longer connect.

Steps to Reproduce
  1. Create a dedicated server.
  2. Use the `slomo` command to speed up playback.
  3. Wait sufficiently long, and then attempt to connect to the server with a client.

Expected:

The client connects with no issue.

 

Actual:

The client connection fails, appearing as though the challenge fails.

 

This is only one instance of the issue, but there are potentially numerous other side effects.
**Note: As of 3825875, the above repro was worked around. The underlying issue still persists.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-53832 in the post.

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Fixed
ComponentUE - Networking
Affects Versions4.144.154.164.174.184.19
Target Fix4.25
Fix Commit11098644
Main Commit11202190
CreatedJan 8, 2018
ResolvedJan 23, 2020
UpdatedApr 27, 2020
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