BeardedManStudios / ForgeNetworkingRemastered

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

Open Cerzi opened 4 years ago

Cerzi commented 4 years ago

Version Number and Operating System(s):

Windows 10 64-bit Unity 2018.4 / 2019.2 https://github.com/BeardedManStudios/ForgeNetworkingRemastered/commit/b69d15bf34598e2f498c70bf735cc11ec0aa6543

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 commented 4 years ago

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

phalasz commented 4 years ago

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

edunad commented 4 years ago

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

NFMynster commented 4 years ago

Bump on this @BrentFarris

Crazy8ball commented 4 years ago

I'll take a look at this issue.

phalasz commented 4 years ago

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