Hi, my test user is getting kicked for excessive ping to the server, but I need to send I guess a lot of data at times, its happening in editor and in build. I commented out the PingPong code and just returned true for now since I don't know any other way to resolve the issue. Is there anything more elequent I could do to resolve this?
timeManager tick rate is set to 30.. Other than that its mostly just default values. Connected to my own pc for the server.
Using Unity 2022.3.4f1 and URP, not sure if that matters much. Latest FishNet from Unity Package Manager.
#Excessive Pings
42 messages · Page 1 of 1 (latest)
Version?
Do you know the exact FishNet version? It can be found in the FishNet/version.txt file
Ah ok, could you try on the latest version, and see if it still occurs then?
You can get it from the GitHub or website
Sure, I'll try after awhile and see if it helps. I'll try to report back what I find.
Thanks
exhibyte received thanks.
Thanks @steady belfry
maxkratt received thanks.
Building the .exe files for my game right now and that takes about 45 minutes so I won't be able to test the latest fishnet version for a little while.
Ok, np
dang blud is either building his .exe on his grandma's computer or has a 30 GB game file (couldn't be me)
lol Nah its a little under 10gb but it has 2056 scenes that it has to process every time I build. One of my game levels is a big streaming world with multiple biomes.
Now I'm just playtesting some stuff in the build.
Holy moly, that's a lot of scenes 😅
Its a 64k x 64k sized grid of 2k x 2k sized terrains.
Ah, gotcha
Trying to find a rare plant for my ankylosaurus to eat since they're worth the most growth points. Just trying to see if its growing too fast or if its a decent rate now.
Is that meant for a different chat? 😄
3.7.10
Is there a way to check what version of Lobby and Worlds I'm using?
It may be mentioned in a readme or changelog file
I couldn't say for certain, since I'm not at my computer
Alright I upgraded Fishnet to 3.7.10.Pro but its going to take another 45 or so minutes before I can test it again. I might go to sleep before its ready I'm not sure. Also I reduced the amount of data being sent since this started happening so I don't know if that alone will get this error to not happen or if its the upgraded version of Fishnet.
I'll report back when I see what's going on now.
There was a ping drop issue with lower fps clients but it was resolved awhile ago
The ping timer has two checks, interval and tick. If not enough for either has passed client wont request update.
If server doesn't respond client also takes longer to request update.
Theres a scenario where if a client sends many packets at once intended to be over time, or server gets them at once, it could trigger the ping attack detection
But that means either clients connection is jank or server is
Well when my clients log in, they request all of the nearby dinosaurs to be sent to them from the server with Broadcasts, that's all I use to communicate is broadcasts. So they get sent 50-100 x maybe 20 values, ints, floats, a few strings, for all the nearby dinosaurs.
Then the client sends any of the dinosaurs they're controlling to the server when there is an update, like they move, or take damage, etc. Then the server sends those new values to the Other clients if they're nearby.
So after 5 minutes connected to the server the client seems fine so far, but I'll keep an eye on this to make sure they don't get disconnected. Thanks @steady belfry for getting me to upgrade to the newer version of Fishnet. I'll be back if it happens again though.
maxkratt received thanks.
The ping stuff is automated and unrelated
Really the only way that kick can happen is if the server chokes really really badly or the client does. I'll see what else can be done to ease detection
@stoic silo
This is happening again and its happening to every user that connects to my game.
I'm using FishNet : 3.7.10.Pro
And you're using playflow?