'Internal: JobTempAlloc' Error

I'm on PUN 2 v2.22 (07. September 2020)
Unity 2019.4.4f1

I'm having
internal: jobtempalloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
error and I tracked it down to scene change.
    public override void OnCreatedRoom()
    {
        JUtil.Log(true, false, "Pun2", 0, $"★ New room created: {PhotonNetwork.CurrentRoom}", gameObject.name, GetType().Name, System.Reflection.MethodBase.GetCurrentMethod().Name);

        // The initial team size of the game for the server creating a new room.
        short initialArrayLength;

        initialArrayLength = 2;

        // We created a room so we have to set the initial room properties for this room.
        // Such as populating the team fill and score arrays from our custom properties that extends Photon's Room object.
        Hashtable roomProps = new Hashtable();
        roomProps.Add(RoomExtensions.size, new int[initialArrayLength]);
        roomProps.Add(RoomExtensions.score, new int[initialArrayLength]);
        roomProps.Add(RoomExtensions.timer, gameDuration);
        roomProps.Add(RoomExtensions.bsize, 0);
        PhotonNetwork.CurrentRoom.SetCustomProperties(roomProps);

        PhotonNetwork.LoadLevel(gameSceneIndex);
    }

    public override void OnJoinedRoom()
    {
        if (!PhotonNetwork.IsMasterClient)
        {
            JUtil.Log(true, false, "Pun2", 0, $"A room was found: {PhotonNetwork.CurrentRoom}", gameObject.name, GetType().Name, System.Reflection.MethodBase.GetCurrentMethod().Name);
            return;
        }

        JUtil.Log(true, false, "Pun2", 0, $"★ Joined the hosted room. (Scene: {SceneManager.GetActiveScene().name})", gameObject.name, GetType().Name, System.Reflection.MethodBase.GetCurrentMethod().Name);

        // Add ourselves to the game. 
        // This is only called for the master client because other clients will trigger the OnPhotonPlayerConnected callback directly.
        //OnPlayerEnteredRoom(PhotonNetwork.LocalPlayer);
        StartCoroutine(WaitForSceneChange());
    }


    // This wait routine is needed for waiting on completed scene change.
    IEnumerator WaitForSceneChange()
    {
        JUtil.Log(true, false, "Pun2", 0, $"★ 1..(Scene: {SceneManager.GetActiveScene().name})", gameObject.name, GetType().Name, System.Reflection.MethodBase.GetCurrentMethod().Name);
        while (!IsGameScene)
        {
            JUtil.Log(true, false, "Pun2", 0, $"★ 2..(Scene: {SceneManager.GetActiveScene().name})", gameObject.name, GetType().Name, System.Reflection.MethodBase.GetCurrentMethod().Name);
            yield return null;
        }
        OnPlayerEnteredRoom(PhotonNetwork.LocalPlayer);
        JUtil.Log(true, false, "Pun2", 0, $"★ 3..(Scene: {SceneManager.GetActiveScene().name})", gameObject.name, GetType().Name, System.Reflection.MethodBase.GetCurrentMethod().Name);
    }

The error occurs during the while loop in the WaitForSceneChange coroutine.
068b5ff0-a50d-434c-bc68-70c61a92c949.png

Changing to this
        //PhotonNetwork.LoadLevel(gameSceneIndex);
        SceneManager.LoadScene(gameSceneIndex);
removes the error.

PhotonNetwork.AutomaticallySyncScene = true; also causes the error :(
Changing that to false no longer shows the error but my loading is messed up. Like player 2 won't see player 1 (host) game object.
Received OnSerialization for view ID 1001. We have no such PhotonView! Ignore this if you're joining or leaving a room. State: Joined

Inside of the PhotonNetwork.cs script, changing as show below stops the error. Not sure if it breaks anything else.
            //_AsyncLevelLoadingOperation = SceneManager.LoadSceneAsync(levelName, LoadSceneMode.Single);
            SceneManager.LoadScene(levelName, LoadSceneMode.Single);