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.

Comments

  • JohnTube
    JohnTube ✭✭✭✭✭
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    Hi @ashishhellotech7,

    Send events reliable using SendOptions.SendReliable.
    Did this is happening because of extra time gap I have added for RoomEmptyTime or PlayerTTL.
    This is unrelated.
  • PhotonNetwork.RaiseEvent (5, data, true, new RaiseEventOptions () { CachingOption = EventCaching.AddToRoomCache });
    I think third parameter is sendReliable
  • JohnTube
    JohnTube ✭✭✭✭✭
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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.
  • Toseef
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    @ashishhellotech7 m also facing the same issue sometimes events fire and sometimes they miss i dont know how to fix it any solution??
  • JohnTube
    JohnTube ✭✭✭✭✭
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    Hi @Toseef,

    Thank you for choosing Photon!

    Maybe the event is received but the callbacks have not been triggered locally?
    Maybe the event was not raised/sent initially?
    Maybe the event was sent but to different target player(s)?