Hi, I noticed something while trying raycast collisions on bezier curved bullets.
After many :RequestStreamAroundAsync calls, the method yields forever, stopping the threads calling it from running. I can’t post this into Engine Bugs and idk if it is a bug or limit or whatever.
I am not saying it yields forever once. It yields forever, forever. After enough :RequestStreamAroundAsync calls, the game stops streaming to the player.
–Tried to get the videos below 10 MB, thats why they are low res.–
First trial: Yields forever after 255 requests
Second trial: Lowered the data sent, for those who think it is because I am sending too much data. Yields forever after 255 requests
Third trial: Tried outside roblox studio, Yields forever after 255 requests. Same as second trial.
-Setting a timeout for the :RequestStreamAroundAsync does not change anything aswell.
255 is an odd number for coincidence, so I think this is a limit. Why does this limit exist?
I mean :RequestStreamAroundAsync and then :WaitForChild() for a part received from the server feels a lot more safe. Even if it is unnecessary most of the time, limitting it to 255 calls per player seems weird, as servers can stay open for days. We should atleast be able to check the magnitude of the distance between object and player and then call the stream if it is higher than target radius, which won’t be possible with maximum of 255 calls. There should be a reasonable explanation for this, or it is a bug.