Many incoming messages when generating map with tiles where each tile has photonview

Options
I am creating random levels with tiles.
Each level I am creting random tiles.


Each tile I put PhotonView, I am using PhotonNetwork.InstantiateSceneObjec to instantiate each tile.

CODE:
void Update()
{

if (PhotonNetwork.isMasterClient == false)
{
return;
}

if (!mapCreated)
{
mapCreated = true;
BuilMap();
}
}



PROBLEM: But I am having this message:

QueueIncomingReliableWarning. This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow.
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1733)
ExitGames.Client.Photon.EnetPeer:QueueIncomingCommand(NCommand)
ExitGames.Client.Photon.EnetPeer:ExecuteCommand(NCommand)
ExitGames.Client.Photon.<>c__DisplayClass11:b__f()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125)


SOLUTION: is there another way to create random levels with tiles avoiding this problem with many incoming messages?


Comments

  • Massive
    Options
    PS: each tile has photonview
  • Massive
    Options
    After 3 levels I received this another message:
    Received OnSerialization for view ID 541. We have no such PhotonView! Ignored this if you're leaving a room. State: Joined
    UnityEngine.Debug:LogWarning(Object)
    NetworkingPeer:OnSerializeRead(Hashtable, PhotonPlayer, Int32, Int16) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3562)
    NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1965)
    ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
    ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
    ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
    PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125)
  • Massive
    Options
    ///
    /// This method is storing "Map Created" in the rooms custom properties
    /// Since PhotonNetwork.time is synchronized between all players, we can use this to
    /// share time information between all players
    ///
    protected void SetMapCreated()
    {
    ExitGames.Client.Photon.Hashtable newProperties = new ExitGames.Client.Photon.Hashtable();
    newProperties.Add("MapCreated", false);

    PhotonNetwork.room.SetCustomProperties(newProperties);
    }