Automatic timeout

Hey,

I’m successfully connecting to a matchmaking game and all looks rosey. However, after a very consistent amount of time the client appears to stop receiving any data and timeouts. I’m sending a heavy amount of data every frame (mocap animation). The less data I send the longer the session will last but it will always eventually timeout. It’s almost like there is a maximum amount of traffic that can be sent before a timeout will occur.

Anyone else seeing this?

Not seeing this, due to still testing with small amounts of data, but what you propose is very interesting - could there be an upper limit on data per session/connection?

I hope not! I’m currently sending 15 Vector3’s as fast as I can. Timeout generally happens around the 20-30sec mark. It looks like the guy here has the same problem (around 7:35):

Ok, so there’s the maximum amount of data that can be sent is one issue. The other issue that the video brings to light, is that even a Reliable message should have a timeout value, as once one Reliable message fails for whatever reason, it’s bottlenecks the entire connection, which needs restarting.

These two points certainly need a look at

Does anyone have any answers to this? Is there really an upper limit to the amount of data that can be sent? Is so, I’m pretty screwed!

Do your application work locally, without match making?

Yes, can confirm that when running on LAN there is no timeout. The timeout only occurs when MM.

second question do you receive error when you are sending?

I should add relay has a ceiling for what it will allow bandwidth wise. The total connection traffic can be 4k/second calculated from the time the client connects to relay.

That means if you don’t send a lot of traffic for a period of time you’ll get that bandwidth credited as you go along, and if you have a spiky transfer you can support over 4k/s for a limited amount of time, but if you sustain it you’ll be disconnected. In general 4k/sec is a good target to hit because it allows a great range of devices to play your game on the internet. In our experience anything more becomes problematic quickly.

I’m not certain that’s happening here, but it’s possible. I’ll start a PM with you to get more info on this so i can look into it.