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Investigate HTTP Status Code 0 #332
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Analyzing web requests from outside of Unity (with Fiddler) shows that tiles don't get requested twice, seems it's only their error that shows up twice in the console. Example session profiling web requests :
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1 exception vs 2 exceptions per tile:1 exception These seem to be in an intermediate state and ran into the timeout when a response was already received but not processed. 2 exceptions (with additional Status Code These seem to be the ones that ran into the timeout before even being fired or shortly thereafter.
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Possible duplicate exceptions as a results of #335? |
Problem occurs when too many tile requests are fired at once. Going to solve this via an queue wrapper around tile requests that throttles request according to the rate limits returned by API headers. |
Did this actually solve your problem? We are running into a similar issue in our code, but when i try to reproduce it using a test set that just fires off 200 requests at once, we do not get the error, so we assumed that it didnt have to do with many requests firing at once? |
my current hunch
Based on Unity being single threaded and flaws with our current implementation (yet to be pinpointed):
too many requests are fired (2 for each tile)not an issue, see below Investigate HTTP Status Code 0 #332 (comment)evidence
Tried with
Unity@2017.3.0b5
andUnity@2017.3.0b6
.Steps to reproduce:
ErrorCallback
Globe
exampleGlobeTileProvider.cs
HandleTileErrorExample.cs
toMap
game objectPlay
Results:
Status Code 0
:The text was updated successfully, but these errors were encountered: