Trying to implement keep alive background thread in Unity but keep getting client timeout
The whole answer can be found below.
Try Our
Documentation
Please check if you can find an answer in our extensive documentation on Realtime.
Join Us
on Discord
Meet and talk to our staff and the entire Photon-Community via Discord.
Read More on
Stack Overflow
Find more information on Stack Overflow (for Circle members only).
Trying to implement keep alive background thread in Unity but keep getting client timeout
ryan1234
2022-09-17 22:37:54
When a new scene loads in our game the main thread pauses and this causes the connection to timeout. I've tried creating a background thread that runs SendOutgoingCommands
and DispatchIncomingCommands
while loading but it doesn't seem to help at all, it still times out. We are using the Photon Realtime AP
Thanks
EDIT, FURTHER HELP NEEDED: i'm able to keep the connection alive now by periodically sending messages, and calling the dispatch and send commands in a separate thread, however, is there a way to only dispatch the commands required to keep the connection alive in the separate thread? because other kinds of commands have callbacks that can only be run in the unity main thread
Comments
You could have a look at the ConnectionHandler
. Pass a LoadBalancingClient to it and call StartFallbackSendAckThread()
. This should help keep the connection while loading (unless you load much longer than the time configured via KeepAliveInBackground.
You don't need to send messages explicitly to keep the connection alive. That's done internally via pings and you don't need to dispatch anything this way, too.
Back to top