I am switching from the Steam networking to Photon and have encountered a strange problem.
The game networking logic works perfectly when using Steam.
The simplest scenario - two players connected to one "Room". One is "Server", another is "Client".
"Server" sends to the "Client" a number of small "update" events, up to about 50 events per second.
About 20 seconds everything goes fine, then the "Client" starts receiving the events with the increasing lags, up to the couple of seconds. At some point of time it receives the QUEUE_OUTGOING_ACKS_WARNING, then QUEUE_INCOMING_RELIABLE_WARNING, then disconnects.
The manual suggests to increase the number of the "service" calls, but there are already a lot of these calls.
The statistics at the moment when QUEUE_OUTGOING_ACKS_WARNING is received:
Events sent from "Client" to "Server" = 71
Events sent from "Server" to "Client" and handled by the client = 1265
"Service" call on the "Client" = 4631 (each frame at least)
Any suggestions on what could be the cause?