Support cancelling MultiplayerService session joining functions
Nobody has claimed this yet.
Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 35/100
- Issue type
- Feature
- Clarity
- Mostly clear
- Activity status
- Stale
- Tech stack
- csharp, unity
- Domain
- networking
Research direction
No files or tests are named. Start by tracing MultiplayerService.Instance.CreateOrJoinSessionAsync and the NetworkManager connection flow to understand where a cancellation token would need to propagate. Done means users can cancel an in-progress session join through the MultiplayerService functions without modifying the package themselves.
Written by the indexing model from the issue text.
Description
Is your feature request related to a problem? Please describe.
It takes several seconds to join a session through MultiplayerService. I'd like to let users cancel a connection attempt during the connection process.
Describe the solution you'd like
I'd like to pass cancellation tokens to functions like MultiplayerService.Instance.CreateOrJoinSessionAsync.
Describe alternatives you've considered
I've tried preventing the NetworkManager from connecting to a session if my own connection function wrapping MultiplayerService.Instance.CreateOrJoinSessionAsync is cancelled, but I cannot find a clean way to do this. I have also considered modifying the Unity.Services.Multiplayer package myself, but I would rather not do this.
- Dominant language
- C#
- Stars
- 2.3k
- Forks
- 461
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 20
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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