We are using Pomelo for networking in our game. Unity Client is registered for some broadcast events, in very rare cases broadcast messages are not received by the unity client. But the messages are broadcasted from the server.
I have tried putting logs in SocketMessage method of PomeloClient but no logs were printed. If anyone has any clue or suggestions about the problem, then please reply.
/// <summary>
/// When message from server comes, it invoke.
/// </summary>
/// <param name='sender'>
/// Sender.
/// </param>
/// <param name='e'>
/// E.
/// </param>
private void SocketMessage (object sender, MessageEventArgs e) {
UnityEngine.Debug.Log("Unfiltered Message from server :" + e.Message);
if ( e!= null && e.Message.Event == "message") {
string msg = e.Message.MessageText;
if (msg.IndexOf(ARRAY_FLAG) == 0) {
this.processMessageBatch(msg);
} else {
this.processMessage(msg);
}
}
}