UNET "no free events for message" when client pauses game.

I have wrote my UNET server and client on separate projects and everything works great, however recently I discovered an issue that I can’t figure out how to fix. (Maybe because it’s 1 AM? :P).

So, I can leave the server on for 24 hours with no problems assuming the client doesn’t tab out of the game (causing it to pause).
When the clients game pauses it seems UNETs message queue gets clogged up with the packets they’re supposed to be receiving and handling, and since they’re paused and don’t do this eventually (within 30 or so seconds of them pausing) I get the “no free events for message” warning.

I was wondering if anyone had any ideas for how I could fix/solve this problem without making the client “run in background”.

Is this possibly something Unity can prevent from happening in UNET itself?

Thanks for any replies.

Solved all the other problems by making my own flow-control classes.

Would love to know more on how this was solved. I can’t control flow without knowing how much room I have in the queue/pool, which seems like a very necessary piece of information that for some reason people are fine replacing with “just send data slower and guess and check”.