App Crashes when a number of messages are received continuously

I have a multiplayer game which involves one user’s drawing drawn realtime in the other user’s device.
I send the points of the drawing as and when it is drawn real-time… 

The problem is, if I draw very fast in Device 1,  the receiving device crashes after a point when it receives a lot of messages…

Is this a problem in Photon, or am I doing something wrong? 

We do not have such problems with Photon. Nothing crashes in sdk demos.

We need logs, stack dumps and any other related info to say more on your issue.

Ok Correction…  The receiving device does not crash.  It gets an error event and it gets kicked out of the room… 

I can send a sample project which can replicate this issue… 
How can I send it to you guys? 

I just changed my debug level to INFO (it was FATAL till now, so I hadn’t gotten any messages)

Here is the trace

04-28 15:02:28.481: I/Corona(4201): Tue Apr 28 15:02:28 2015 WARN LoadBalancingClient: Game: \>ack: WARNING! There are 100 outgoing acknowledgements waiting in the queue 04-28 15:02:28.501: I/Corona(4201): Tue Apr 28 15:02:28 2015 WARN LoadBalancingClient: Game: \<reliable: WARNING! There are 100 incoming messages waiting in the local incoming reliable message queue of channel 1 ! 04-28 15:02:42.311: I/Corona(4201): Tue Apr 28 15:02:42 2015 ERROR LoadBalancingClient: Game: Info: Server sent disconnect because of a timeout. PeerId: 32836&nbsp;&nbsp; RTT/Variance: 168 / 156.56635305542 04-28 15:02:42.311: I/Corona(4201): Tue Apr 28 15:02:42 2015 INFO LoadBalancingClient: Game: Server closed connection 04-28 15:02:42.311: I/Corona(4201): Tue Apr 28 15:02:42 2015 INFO LoadBalancingClient: State: Joined -\> Error 04-28 15:02:42.311: I/Corona(4201): state change : Error 04-28 15:02:42.311: I/Corona(4201): Tue Apr 28 15:02:42 2015 ERROR LoadBalancingClient: 1003 Game server closed connection 04-28 15:02:42.321: I/Corona(4201): Tue Apr 28 15:02:42 2015 ERROR LoadBalancingClient: Master: Info: Server sent disconnect because of a timeout. PeerId: 40044&nbsp;&nbsp; RTT/Variance: 244 / 163.95453778209 04-28 15:02:42.321: I/Corona(4201): Tue Apr 28 15:02:42 2015 INFO LoadBalancingClient: Master: Server closed connection 04-28 15:02:42.321: I/Corona(4201): Tue Apr 28 15:02:42 2015 INFO LoadBalancingClient: State: Error -\> Error 04-28 15:02:42.321: I/Corona(4201): state change : Error 04-28 15:02:42.321: I/Corona(4201): Tue Apr 28 15:02:42 2015 ERROR LoadBalancingClient: 1003 Master server closed connection

This is the trace in the receiving device. 
Apaprently the server disconnects because there are too may acks/messages in the queue… Am I doing something wrong to trigger this?

P.S I call my service function once every frame

BUMP?? 

Sorry, we were quite busy here.

How much do you send? Are you sure that bandwidth is not exceeded?

Consider optimizing data, vectorizing drawing strokes for instance.

Try to switch to unreliable events. Some data may be lost, but you save bandwidth because no acks and resends required.

We do not have such problems with Photon. Nothing crashes in sdk demos.

We need logs, stack dumps and any other related info to say more on your issue.

Ok Correction…  The receiving device does not crash.  It gets an error event and it gets kicked out of the room… 

I can send a sample project which can replicate this issue… 
How can I send it to you guys? 

I just changed my debug level to INFO (it was FATAL till now, so I hadn’t gotten any messages)

Here is the trace

04-28 15:02:28.481: I/Corona(4201): Tue Apr 28 15:02:28 2015 WARN LoadBalancingClient: Game: \>ack: WARNING! There are 100 outgoing acknowledgements waiting in the queue 04-28 15:02:28.501: I/Corona(4201): Tue Apr 28 15:02:28 2015 WARN LoadBalancingClient: Game: \<reliable: WARNING! There are 100 incoming messages waiting in the local incoming reliable message queue of channel 1 ! 04-28 15:02:42.311: I/Corona(4201): Tue Apr 28 15:02:42 2015 ERROR LoadBalancingClient: Game: Info: Server sent disconnect because of a timeout. PeerId: 32836&nbsp;&nbsp; RTT/Variance: 168 / 156.56635305542 04-28 15:02:42.311: I/Corona(4201): Tue Apr 28 15:02:42 2015 INFO LoadBalancingClient: Game: Server closed connection 04-28 15:02:42.311: I/Corona(4201): Tue Apr 28 15:02:42 2015 INFO LoadBalancingClient: State: Joined -\> Error 04-28 15:02:42.311: I/Corona(4201): state change : Error 04-28 15:02:42.311: I/Corona(4201): Tue Apr 28 15:02:42 2015 ERROR LoadBalancingClient: 1003 Game server closed connection 04-28 15:02:42.321: I/Corona(4201): Tue Apr 28 15:02:42 2015 ERROR LoadBalancingClient: Master: Info: Server sent disconnect because of a timeout. PeerId: 40044&nbsp;&nbsp; RTT/Variance: 244 / 163.95453778209 04-28 15:02:42.321: I/Corona(4201): Tue Apr 28 15:02:42 2015 INFO LoadBalancingClient: Master: Server closed connection 04-28 15:02:42.321: I/Corona(4201): Tue Apr 28 15:02:42 2015 INFO LoadBalancingClient: State: Error -\> Error 04-28 15:02:42.321: I/Corona(4201): state change : Error 04-28 15:02:42.321: I/Corona(4201): Tue Apr 28 15:02:42 2015 ERROR LoadBalancingClient: 1003 Master server closed connection

This is the trace in the receiving device. 
Apaprently the server disconnects because there are too may acks/messages in the queue… Am I doing something wrong to trigger this?

P.S I call my service function once every frame

BUMP?? 

Sorry, we were quite busy here.

How much do you send? Are you sure that bandwidth is not exceeded?

Consider optimizing data, vectorizing drawing strokes for instance.

Try to switch to unreliable events. Some data may be lost, but you save bandwidth because no acks and resends required.