The documentation for the Reliability Pipeline (Using pipelines | Unity Transport | 0.2.4-preview.0) says that the maximum windows size is 32 (thus the max reliable packets in flight being 32). Is there any plan to increase that limit or remove it all together and allow it to be configurable?
I’m just wondering because I have a use case for sending significant numbers of messages in bursts of maybe 60 at a time, but then few for a while after that.
I didn’t see it explicitly called out but does that 32 limit also apply to the Unreliable Sequenced pipeline? (I’m guessing yes)
Certainly some value is necessary, I’m just thinking that something larger would be helpful in some situations and therefore having it be configurable would be ideal. I believe the 32 limit is per connection right? (Not for the driver as a whole)
Yup it’s per connection. Using a 32bit mask is usually the standard (about the right amount of trade-offs imo). I don’t know how difficult it is for them to make it configurable though.
Did you ever get a warning like: “A lot of pipeline updates have been queued, possibly too many being scheduled in pipeline logic, queue count: ###”? I have a very simple example that just creates a server that accepts a connection and immediately sends an integer back. If I have 100 clients connect to this they connect and the data goes through, client gets it, but this warning starts churning out constantly and doesn’t seem to ever stop.
OK, looks like it’s an anomaly of my testing, I tried creating 100 client worlds hooking up to a single server world, I’m guessing something looses itself in the driver when you do that, it works fine (well it drops everything after the first 32 packets) when there’s one client world receiving 100 messages.