Loss of Raised Events.
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I have face some problem like there is loss of around 50 events. And what I observe is, it happens when my photon get a flick disconnect.
[Flick disconnect - means everything is running fine then a small disconnect and connect event happen and we even didn't get the disconnect call , and after some duration of that we see there is loss of approx. 48 events goes missing). ]
Which bring the game for both the players in different different state. FYI. Internet is there
Did this is happening because of extra time gap I have added for RoomEmptyTime or PlayerTTL.
[Flick disconnect - means everything is running fine then a small disconnect and connect event happen and we even didn't get the disconnect call , and after some duration of that we see there is loss of approx. 48 events goes missing). ]
Which bring the game for both the players in different different state. FYI. Internet is there
Did this is happening because of extra time gap I have added for RoomEmptyTime or PlayerTTL.
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Comments
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Hi @ashishhellotech7,
Send events reliable usingSendOptions.SendReliable
.Did this is happening because of extra time gap I have added for RoomEmptyTime or PlayerTTL.This is unrelated.0 -
PhotonNetwork.RaiseEvent (5, data, true, new RaiseEventOptions () { CachingOption = EventCaching.AddToRoomCache });
I think third parameter is sendReliable
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Hi @ashishhellotech7,
I guess you are using "PUN Classic".
If that's the case then that overload method is OK yes.0 -
@ashishhellotech7 m also facing the same issue sometimes events fire and sometimes they miss i dont know how to fix it any solution??0