PhotonNetwork.IsMessageQueueRunning does not work (Disconnects)
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Hi,
I've been debugging a disconnection issue when loading scenes, and think I have discovered a bug:
IsMessageQueueRunning = false doesn't seem to work.
It's my understanding that setting this to false should fire up a background thread that keeps the connection alive. However, We are finding that setting it back to true after some time will lead to a disconnect 100% of the time.
I am only seeing this behaviour when in a room.
This is easy to test, once in a room, run this coroutine:
I've been debugging a disconnection issue when loading scenes, and think I have discovered a bug:
IsMessageQueueRunning = false doesn't seem to work.
It's my understanding that setting this to false should fire up a background thread that keeps the connection alive. However, We are finding that setting it back to true after some time will lead to a disconnect 100% of the time.
I am only seeing this behaviour when in a room.
This is easy to test, once in a room, run this coroutine:
IEnumerator TestRoutine() { PhotonNetwork.IsMessageQueueRunning = true; yield return new WaitForSeconds(10.0f); PhotonNetwork.IsMessageQueueRunning = true; }The logic for IsMessageQueueRunning seems to be in the compiled library. Hoping someone from ExitGames can help here.
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Comments
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We mailed already but for everyone else:
To fix this issue right away, you only have to find PhotonHandler.Awake() and change the last line to:
base.StartFallbackSendAckThread();
With this in place, your test case works and loading levels should no longer be an issue. This will be in PUN v2.3, which is coming soon.0 -
Also found that the ConnectionHandler.KeepAliveInBackground is set to a low 5 seconds (5000). Set it to 20000 or 30000. It will default to 30 seconds in PUN v2.3.0