Yeah setting isActive to false simply pauses message processing. They will be queued until you set isActive to true.
Ok, great!
Another related question: It looks as if we may have to split the early data into several RFCs (the info is relatively complex). This means pausing after the first RFC is not viable.
Would the following work:
- Host reacts to OnNetworkPlayerJoin and fires of a series of RFCs to the new player specifically.
- On receiving the last of these, isActive is set to false to create the new player's scene
- when done, isActive set to true to receive buffered RFCs and create additional objects
Now, this makes a couple of assumptions:
1) The order of RFCs can be guaranteed
2) OnNetworkPlayerJoin is fired before buffered RFCs are sent by the host
3) RFCs sent in the call chain triggered by OnNetworkPlayerJoin will be sent and processed before older, buffered RFCs
My guess is that the above will not fly - that buffered RFCs will arrive first and that the order is not 100% certain. If that is the case, could you recommend another approach to transmit a larger bunch of complex data before dealing with buffered RFCs?
Thanks in advance and thanks for your help this far!