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SimulatorUtility does not give any indication it is dropping packets.

Discussion in 'Unity Transport' started by Ciph3rzer0, Oct 10, 2021.

  1. Ciph3rzer0


    Dec 18, 2014
    Seems like, if too many messages are being held, exceeding max packet count can cause the pipeline to either be bypassed completely (in the case of packet delay) or packets to be dropped (if packet jitter > 0). The fact that there are two different outcomes let to wasted time debugging this not once but twice. As I had to troubleshoot before why seemingly randomly no latency was being applied. Probably about 80 minutes wasted total trying to strip out all factors from my code and reading source code (because Transport documentation is so barren) to finally come to the realization that upping max packet count solves my issue. IDK if not setting it would have defaulted to no maximum, but I created an interface to control that and I assumed 0 would be no max. Instead it seems to pick some other arbitrary limit.

    Regardless, I think in EITHER case there should be some kind of warning. Or at least, the pipeline should not drop packets in any event.