Photon RPCs being lost/not sent in Card Game

Hi there, I am building a card game and everything works fine until an RPC being sent is not received by the other player

This causes the game to desync mainly because the action is first performed locally and then sent through the network and if the RPC is lost, the number of cards played on each device is different and that ruins the whole game before the RPC is never retrieved

I have tried buffering the RPC but that doesn’t work, Is there a way to confirm if an RPC was received? or Is there a way to track when it’s not being received?

This is the RPC responsible for playing cards:

PV.RPC(" _PickCardFromDeck", AllViaServer, player.mylocalplayer , true,false,false)

RPCs don’t get lost. They are sent reliable. This means they either get received or someone disconnects.
You also send the rpc as AllViaServer. This means the local player will also not execute it locally unless it gets the message (back) from the server.
You could look up PhotonNetworkPart.cs ExecuteRpc to figure out if the RPC arrives or not.