Many incoming messages when generating map with tiles where each tile has photonview
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I am creating random levels with tiles.
Each level I am creting random tiles.
Each tile I put PhotonView, I am using PhotonNetwork.InstantiateSceneObjec to instantiate each tile.
CODE:
void Update()
{
if (PhotonNetwork.isMasterClient == false)
{
return;
}
if (!mapCreated)
{
mapCreated = true;
BuilMap();
}
}
PROBLEM: But I am having this message:
QueueIncomingReliableWarning. This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow.
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1733)
ExitGames.Client.Photon.EnetPeer:QueueIncomingCommand(NCommand)
ExitGames.Client.Photon.EnetPeer:ExecuteCommand(NCommand)
ExitGames.Client.Photon.<>c__DisplayClass11:b__f()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125)
SOLUTION: is there another way to create random levels with tiles avoiding this problem with many incoming messages?
Each level I am creting random tiles.
Each tile I put PhotonView, I am using PhotonNetwork.InstantiateSceneObjec to instantiate each tile.
CODE:
void Update()
{
if (PhotonNetwork.isMasterClient == false)
{
return;
}
if (!mapCreated)
{
mapCreated = true;
BuilMap();
}
}
PROBLEM: But I am having this message:
QueueIncomingReliableWarning. This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow.
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1733)
ExitGames.Client.Photon.EnetPeer:QueueIncomingCommand(NCommand)
ExitGames.Client.Photon.EnetPeer:ExecuteCommand(NCommand)
ExitGames.Client.Photon.<>c__DisplayClass11:b__f()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125)
SOLUTION: is there another way to create random levels with tiles avoiding this problem with many incoming messages?
0
Comments
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PS: each tile has photonview0
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After 3 levels I received this another message:
Received OnSerialization for view ID 541. We have no such PhotonView! Ignored this if you're leaving a room. State: Joined
UnityEngine.Debug:LogWarning(Object)
NetworkingPeer:OnSerializeRead(Hashtable, PhotonPlayer, Int32, Int16) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3562)
NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1965)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125)
0 -
///
/// This method is storing "Map Created" in the rooms custom properties
/// Since PhotonNetwork.time is synchronized between all players, we can use this to
/// share time information between all players
///
protected void SetMapCreated()
{
ExitGames.Client.Photon.Hashtable newProperties = new ExitGames.Client.Photon.Hashtable();
newProperties.Add("MapCreated", false);
PhotonNetwork.room.SetCustomProperties(newProperties);
}0