Fix: Route inbound Party endpoint messages to the correct socket during reconnect#96
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maryammadzadeh wants to merge 2 commits into
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FPlayFabSocketSubsystem::GetSocket always returned the first active socket, with no guarantee that it matched the socket owned by the current net driver. This could cause inbound packets to be queued on the wrong socket, silently dropping them from the perspective of the active connection.
The proposal
GetSocket() now resolves the socket directly from the linked UPlayFabNetDriver, ensuring inbound packets always reach the socket the active net driver is reading from.
Fallback to newest active socket if no linked driver is available.
The net driver stores its exact socket when created.
FPlayFabSocketSubsystem::GetSocket first uses the linked net driver’s socket.
So inbound packets are enqueued on the same socket queue that UE handshake reads from.