PUN2 times out while using OnRoomListUpdate

Options
Hello. I'm relatively new to programming. My game works perfectly fine without the OnRoomListUpdate. However, I need to display in my game, which rooms are open and how many participants in each room. For some unknown reason, when I implement the OnRoomListUpdate, the server gets stuck with this message keep reappearing in the console "queueIncomingCommand() CMD(7 ch#/sq#/usq#: 0/5/2 r#/st/tt:0/0/0) channel seq# r/u: 5/1
UnityEngine.Debug:Log(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2394)"
Any help will be very appreciated.
Thank you.
Oren


Here is the code for my lobby file:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
using UnityEngine.UI;

public class LobbyController : MonoBehaviourPunCallbacks
{
[SerializeField]
private Text buttonText;
[SerializeField]
public int roomSize;
int roomNumber =1;
public Text RoomNumber;
private bool connected;
bool clicked;
public int GameVersion = 1;
public List<RoomInfo> roomList;

private void Start()
{
//PhotonNetwork.LocalPlayer.NickName = playerName;
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.RightArrow) && !clicked)
{
roomNumber++;
RoomNumber.text = roomNumber.ToString();
}
if (Input.GetKeyDown(KeyCode.LeftArrow) && !clicked)
{
if (roomNumber > 1) roomNumber--;
RoomNumber.text = roomNumber.ToString();
}
if (Input.GetKeyDown(KeyCode.Return)) { GameButton(); clicked = true; }
}
// Callback function for when first connection established
public override void OnConnectedToMaster()
{
PhotonNetwork.AutomaticallySyncScene = true;
connected = true;
buttonText.text = "";
PhotonNetwork.GameVersion = GameVersion.ToString();
PhotonNetwork.JoinLobby();

}

public override void OnDisconnected(DisconnectCause cause)
{
print("Disconnected from Server for reason " + cause.ToString());
}

public void GameButton()
{
if (connected)
{
buttonText.text = "Loading Game.\nPlease Wait.";
}
else
buttonText.text = "Connecting to server.\nTry Again!";
}

public override void OnJoinedLobby()
{
if (!PhotonNetwork.InRoom)
{
Debug.Log("Joined Lobby");
if (clicked) PhotonNetwork.JoinRoom("Room" + roomNumber.ToString()); // attempt joining a room
}
}

public override void OnJoinRoomFailed(short returnCode, string message)
{
Debug.Log("Failed to join a room... creating room");
CreateRoom();
}

void CreateRoom()
{
buttonText.text = "Loading Game.\nPlease Wait.";
RoomOptions roomOps = new RoomOptions() { IsVisible = true, IsOpen = true, MaxPlayers = (byte)roomSize };
PhotonNetwork.CreateRoom("Room"+roomNumber.ToString(), roomOps, TypedLobby.Default);
}

public override void OnCreateRoomFailed(short returnCode, string message)
{
Debug.Log("Failed to create room... trying again");
CreateRoom();
}

public override void OnRoomListUpdate(List<RoomInfo> roomList)
{

bool Found = false;
foreach (RoomInfo a in roomList)
{

if (a.Name == "Room" + roomNumber.ToString())
{
Found = true;
buttonText.text = "This room has " + a.PlayerCount.ToString() + " participants";
}
Debug.Log(a.Name + " " + a.PlayerCount.ToString());
}
if (!Found) buttonText.text = "This room has 0 participants";

}

}