I’m having a lot of problems with the “no free events for message in the pool” and “no free events for long message in the pool” errors followed by client disconnects.
I literally cannot seem to get Unity to allow for my game to function even with the most extreme network settings such as :
connectionConfig.AcksType = ConnectionAcksType.Acks128;
connectionConfig.MaxSentMessageQueueSize = 2048;
connectionConfig.FragmentSize = 1000;
connectionConfig.MaxCombinedReliableMessageCount = 128;
connectionConfig.MaxCombinedReliableMessageSize = 100;
connectionConfig.PacketSize = 1470;
Along with that I set every single channel to have 500 pending buffers in OnServerConnect.
I can have hundreds of things occur per second that players need to have sent to them, so if this is not going to work out in its current state, I’m wondering how a flow controller is supposed to be set up so I can aggregate all of my tiny packets. My NoResources errors that show up after the no free events messages are all for transfers as tiny as 7 bytes.
If anyone can shed some light onto this sort of issue and how to deal with it, I’m all ears, I am quite confused.