Closed parseccentric closed 3 years ago
This ended up being due to loading times of clients, if it took longer than 5 seconds the connection will be dropped. @wallacerob Did a fix on increasing default time to 30.
Option Default valueDescription pingTimeout 5000 how many ms without a pong packet to consider the connection closed
"theory is that if we increase this from 5 seconds to like 30 it might fix the current issue"
yes, this is hotfixed with the relay hack described by @davtamay . Real fix will be waiting to initialize socket connection until after we are finished doing our local Unity setup.
we should probably change this issue to "Wait until Unity and scene are fully initialized before connecting to relay" or some such.
Previously entitled "State catch-up and network relay sync possibly breaks down after multi-client bump"
See https://gitlab.engr.illinois.edu/dev-studio/komodo/komodo_unity/-/issues/105 .