DisconnectByServerLogic after calling PhotonNetwork.SendAllOutgoingCommands
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Hi,
I'm building a replay system by recording all events raised/received by Photon. After loading my replay file, I call NetworkingClient.OnEvent for received events and NetworkingClient.OpRaiseEvent for raised events. This works pretty well, but when I want to seek to another point in my replay file, I have to wait for all the events to slowly get replayed.
I tried to get around this by calling PhotonNetwork.SendAllOutgoingCommands, thinking it would speed up the process - instead, I get disconnected with the cause: DisconnectByServerLogic.
What is causing this disconnect? Am I just sending too many messages to the server and it doesn't like it?
Is there a better way to force sending/replaying a lot of network events in a short amount of time?
Thanks.
I'm building a replay system by recording all events raised/received by Photon. After loading my replay file, I call NetworkingClient.OnEvent for received events and NetworkingClient.OpRaiseEvent for raised events. This works pretty well, but when I want to seek to another point in my replay file, I have to wait for all the events to slowly get replayed.
I tried to get around this by calling PhotonNetwork.SendAllOutgoingCommands, thinking it would speed up the process - instead, I get disconnected with the cause: DisconnectByServerLogic.
What is causing this disconnect? Am I just sending too many messages to the server and it doesn't like it?
Is there a better way to force sending/replaying a lot of network events in a short amount of time?
Thanks.
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