I have a multiplayer game using Unity 5.6 with a WebGL client and a linux server, using websocket connections. It seems that calling NetworkConnection.Disconnect() on the server does not disconnect until it gets a response from the client. However in the case where the client has stopped responding, no response is received so the connection is not closed. Is this the proper way to close the connection?
To reproduce:
-Call NetworkConnection.Disconnect() on server with a functional client, and the connection is successfully disconnected and the player controller destroyed.
-Pause script execution in the Javascript console of the client, then call NetworkConnection.Disconnect(). The NetworkConnection is never disconnected and the player’s gameobject remains on the server.