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Carradine avatar image
Carradine asked

PlayFab MultiPlayer Stops When Receiving too many Packets

Hello, we are using PlayFab Multiplayer for our game, and when players connect, they need to download a large amount of game data which is sent through network packets.

The issue is that it seems that we are sending the packets too quickly, and PlayFab seems to "overload" with too many packets and shuts down.

Is there a way to detect when this happens? Is there a call being issued somewhere in the PlayFab code saying that a packet that we are sending through PlayFabMultiplayerManager.Get().SendDataMessage() where we can immediately detect if the packet sending process fails, and we must wait until the process is ready to continue, then continue to send packets?

Or do we simply need to manage and throttle our packet sending speed?

Thanks!

multiplayer
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Carradine avatar image Carradine commented ·

Forgot to mention, we are using Unity with the PlayFab Multiplayer C# API

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Xiao Zha avatar image
Xiao Zha answered

There are limits on the size and rate of sent data. You can try monitoring the statistics below to get the exact size and rate, then you can manage and throttle your packet send speed.

 PARTY_NETWORK_STATISTIC_CURRENTLY_QUEUED_SEND_MESSAGES
 PARTY_NETWORK_STATISTIC_CURRENTLY_QUEUED_SEND_MESSAGE_BYTES
 PARTY_NETWORK_STATISTIC_CURRENTLY_ACTIVE_SEND_MESSAGES
 PARTY_NETWORK_STATISTIC_CURRENTLY_ACTIVE_SEND_MESSAGE_BYTE
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