After upgrading to PUN2 players that load slow are being TimedOut after loading a scene

Hey,

After upgrading to PUN2 I have been having a lot of issues where players are being either individually ClientTimedOut after loading into a level or all players getting ServerTimedOut after loading into a big level with a lot of photon views (1k+)

The server time outs were not happening on PUN1 and is new with PUN2. The client time outs appear to be happening when a player takes a long time to load into the level, anyone with an ssd does not experience this but anyone on a hdd has a big chance to get client time outs when loading into any level, especially big levels. This only happens when playing with 3/4 players and does not happen if they play solo or with just one other person.

For some context, my game is Phasmophobia. The "big" levels with 1k+ photonviews are School and Asylum. While these levels do have a lot of photon views/ transform views etc. only some of them move at the same time. I have used the Photon Stats GUI and the total messages per second are usually around 40/50 but sometimes peak to over 100.

This happens on all regions.

I have gone though the steps in the "Analyzing Disconnects" guide. I have tried changing the ports, lowering the send rate to 10 and the SerializationRate to 5. I have also tried increasing the MaxResendsBeforeDisconnect to 10 and QuickResends to 3.

This is not an internet issue as this happens to everyone regardless of how slow or fast their internet is. It is a problem with long load times on slow computers.

Any help would be greatly appreciated.

Thanks.

Comments

  • To add to this, the player log file is usually spammed with an error "NewScene Clean" before loading in. I have tried using Unitys SceneManager to load into levels as well as the Photon.LoadLevel and it happens with both.
  • The log message should not be coming from our code. Share the callstack pls.

    The disconnect: You say this only happens when there are 3+ players but also say it's "not an internet issue". Hm.

    How long are the loading times?
    Are you loading manually and async? The question would be if Unity runs it's Update() loop. Maybe not. For that case, PUN has a Thread, which keeps the connection alive. It checks if "send" wasn't called in a while and will send ACKs (to keep the server from resending).
    See ConnectionHandler.cs method RealtimeFallbackThread().

    I see 2 potential issues here:
    a) To avoid permanent connections in apps that idle in the background, the Thread works for 30 seconds, then lets a timeout happen. Change PhotonNetwork.KeepAliveInBackground to a longer time for loading.
    b) The thread only sends ACKs once, then waits another 100ms. This may be too slow and the server times you out. Check the result of this.Client.LoadBalancingPeer.SendAcksOnly() and call it until it while the result is true (more to send). Maybe add a limit to repeating this 5 or 10 times in a row.


    If you got 1k+ networked objects, which (may) send updates 5x per second, then this should mean a higher amount of messages/sec when you join. If you use the sync setting "unreliable on change", a joining player will reset all objects to send their current state, which may be a bad idea in this scenario.

    As the joining clients are not going to send a lot, MaxResendsBeforeDisconnect and QuickResends won't be of help. These are good when a client is sending updates about objects. For joining players, which load the scene, this should not be the case (no updates should be dispatched or produced/sent until the scene is loaded completely or networked objects may still be unknown).
  • Here is one of the players log files from the moment they start loading the level to the moment they disconnect with "ClientTimeout". The two bottom messages are logged by me. Everything else is from Photon.
    UnloadTime: 50.708300 ms
    NewScene Clean 20015
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    Photon.Pun.PhotonNetwork:NewSceneLoaded()
    UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
    UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    NewScene Clean 20014
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    Photon.Pun.PhotonNetwork:NewSceneLoaded()
    UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
    UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

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    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    Photon.Pun.PhotonNetwork:NewSceneLoaded()
    UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
    UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

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    UnityEngine.Logger:Log(LogType, Object)
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    Photon.Pun.PhotonNetwork:NewSceneLoaded()
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    UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

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    UnityEngine.Logger:Log(LogType, Object)
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    Photon.Pun.PhotonNetwork:NewSceneLoaded()
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    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

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    Photon.Pun.PhotonNetwork:NewSceneLoaded()
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    Photon.Pun.PhotonNetwork:NewSceneLoaded()
    UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
    UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    NewScene Clean 50009
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    Photon.Pun.PhotonNetwork:NewSceneLoaded()
    UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
    UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    NewScene Clean 40014
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    Photon.Pun.PhotonNetwork:NewSceneLoaded()
    UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
    UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    NewScene Clean 50010
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    Photon.Pun.PhotonNetwork:NewSceneLoaded()
    UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
    UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    PhotonAnimatorView: When using triggers, make sure this component is last in the stack.
    If you still experience issues, implement triggers as a regular RPC
    or in custom IPunObservable component instead
    UnityEngine.Logger:Log(LogType, Object, Object)
    UnityEngine.Debug:Log(Object, Object)
    Photon.Pun.PhotonAnimatorView:SerializeDataDiscretly(PhotonStream)
    Photon.Pun.PhotonView:SerializeComponent(Component, PhotonStream, PhotonMessageInfo)
    Photon.Pun.PhotonView:SerializeView(PhotonStream, PhotonMessageInfo)
    Photon.Pun.PhotonNetwork:OnSerializeWrite(PhotonView)
    Photon.Pun.PhotonNetwork:RunViewUpdate()
    Photon.Pun.PhotonHandler:LateUpdate()

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)


    Unloading 181 unused Assets to reduce memory usage. Loaded Objects now: 44016.
    Total: 38.595600 ms (FindLiveObjects: 3.068800 ms CreateObjectMapping: 2.065000 ms MarkObjects: 25.965300 ms DeleteObjects: 7.495100 ms)

    Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
    UnloadTime: 36.928800 ms

    Unloading 1635 unused Assets to reduce memory usage. Loaded Objects now: 21148.
    Total: 23.920000 ms (FindLiveObjects: 1.501200 ms CreateObjectMapping: 0.648300 ms MarkObjects: 12.137800 ms DeleteObjects: 9.631100 ms)

    Connecting to server version with Steam Auth: 0.176.11 - Main
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    SteamAuth:ConnectViaSteamAuthenticator()
    MainManager:ConnectedToServer()
    <Start>d__28:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    Disconnect Error: Disconnected: ClientTimeout
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    MainManager:LoadRewardScreens()
    <Start>d__28:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  • emotitronemotitron ✭✭
    edited October 13
    Tobi is on Germany time so you may have to wait a bit for a reply, though I believe your time zone is likely the UK.

    In the meantime, you are welcome to hop on our Discord. I work on development of Pun2 as well (though my main focus is releasing an extension set for Pun2 called Simple Network Sync). Much of the Simple extension library might be helpful for what you have going with Phasmo though.

    https://discord.gg/egaRfd8
  • The "NewScene Clean" logs are a mistake on our behalf. They will be removed in the next update. You can comment this out.

    Aside from that, there is no debug info whatsoever. No timing (enabling the SupportLogger may help here) and not even a log from OnDisconnected(cause).

    We need more info here.
  • An update on this, it looks like PhotonNetwork.KeepAliveInBackground being increased has completely fixed the Client Timeout issue when loading. Although I still get Server Timeouts on the larger levels.
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