QueueIncomingReliableWarning.
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steamcore
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I keep getting 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.
How do I find out which class is buffering? Is this just RPCs, or can this be transform views and OnPhotonSerializeView ?
btw, I don't have a single PhotonTargets.AllBuffered in my game.
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.
How do I find out which class is buffering? Is this just RPCs, or can this be transform views and OnPhotonSerializeView ?
btw, I don't have a single PhotonTargets.AllBuffered in my game.
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Comments
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Ok did a bunch of reading on these forums and elsewhere.
Couple of clarification q's:
1) Does OnPhotonSerializeView need to be used with reliable? Mine is unreliable at the moment.
2) Is there a way to get a log of RPCs as they are called and their name? As it stands, there are only two photonviews with observed components per player in my scene. 1 uses onphotonserializeview and unreliable. another uses a transform view and unreliable on change. the rest of the photonviews are just for RPCs but I don't know if they are mistakenly firing every frame. Looking for something like OnPhotonRPCCalled or similar.
3) I have read here and elsewhere that "It's just a warning". I get about 30 of these warnings a minute, and the player movement is behaving awful right now.
THanks
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I was only able to find networkingPeer.QueuedIncomingCommands, and just debug when it is larger than the frame before. here's a screenshot of how high it gets, so obviously this is way too high; but without debug info as to which RPCs are firing I have no idea why it's this high even with no player input.
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Sigh, I found it.
In Update() i had a counter that gets reset to 5f when you are hit, and constantly countsdown ( -= TIme.DeltaTime). Well, I had an old command that would set the ID of the last player to hit you to your own number (i.e. you haven't been hit in 5 seconds) if the timer == 0. I changed everything to RPCs when switching to network multiplayer from local multiplayer. Didn't catch the fact that on every single frame, the RPC would be called because the timer==0. Now I have a temp bool that only switches it once (1 rpc) when you reset.
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