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[develop] Sending 60 reliable RPCs per second breaks the system but does not in Master #324

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Cerzi opened this issue Sep 12, 2019 · 6 comments
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@Cerzi
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Cerzi commented Sep 12, 2019

Version Number and Operating System(s):

Windows 10 64-bit
Unity 2018.4 / 2019.2 b69d15b

Actual behavior:

Attempting to send 1 reliable RPC per FixedUpdate causes the system to overflow and no further RPCs can be sent

Steps to reproduce:

Clone this fork: https://github.com/Cerzi/ForgeNetworkingRemastered/tree/reliableRPCexample
Build the game, Run two instances. Note the values in the top right of the screen for the CLIENT

Every fixedupdate the client attempts to a single reliable RPC. Around 10 or 15 are sent successfully before they stop being received.

Load CubeForgeGame scene in UnityEditor and toggle "reliable" on the RPC Tester component to off. Re-join and note that the RPCs are successfully received.

Yes sending 60 reliable RPCs a second is probably a bad idea, but the fact that this used to work mostly but now causes catastrophic failure suggests a bug somewhere in recent refactored code.

[Optional] Discord Username:

Cerzi

@Cerzi
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Cerzi commented Sep 12, 2019

had the wrong fork branch linked to, sorry if anyone was already on it

@phalasz
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phalasz commented Sep 17, 2019

@BrentFarris would you be able to have a look please?

@edunad
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edunad commented Sep 22, 2019

Had the exact same problem, like @Cerzi said, it's a bad idea to send reliable but it's working fine on master

@NFMynster
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Bump on this @BrentFarris

@Crazy8ball
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I'll take a look at this issue.

@phalasz
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phalasz commented Mar 2, 2020

@Crazy8ball would you be able to have a look at this please?

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