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1  Game Development / Networking & Multiplayer / Re: [Kryonet] - large traffic causes client disconnect on: 2012-01-23 19:01:38
Oh, silly me. I should have read the javadoc of course. Ok that is useful info, thanks.
2  Game Development / Networking & Multiplayer / Re: [Kryonet] - large traffic causes client disconnect on: 2012-01-23 17:48:29
Ah, that sounds helpful.
I set the logging levels to trace, and yes. I can see "com.esotericsoftware.kryo.SerializationException: Buffer limit exceeded writing object of type..." at com.esotericsoftware.kryo.Kryo.writeClassAndObject(Kryo.java:483) now.
I tried to set larger bufferSizes for server and client (32768, 16384). It helped, but it also increased the latency terribly. Or maybe not the latency because the whole game is getting frozen every second or two.
EDIT : ah, nevermind, that was caused by large amount of logging output. So it seems to be working.
Are there some recommanded values ? Or is there some approach I can take to this ? I can set the values higher, but still, it may happen, that they will overflow. Is there some solution to this situation ?
3  Game Development / Networking & Multiplayer / Re: [Kryonet] - large traffic causes client disconnect on: 2012-01-23 16:13:18
Well of course that could be the problem, but that does not answer my question. I can't just arbitrary cut down the traffic to some magic number and then expect this problem won't occur again. I would expect that if the network can't keep up, that it will try to do it's best. Of course the messages will start having delay end eventually I may get some timeout or buffer overflow or whatever. On the other hand it may be a peak traffic which will calm down in few seconds and then it should catch up.
But I need some information, that the network is not able to handle the traffic. Not just plain "client disconnects".

In another words - it seems logical to expect from a network layer/library to deliver all the data I provide. I can understand that when I give 200kB of data on a 50kB connection it will take at least 4 seconds to send it. But I don't expect the answer "nope, I can't send 200kB" :-)
4  Game Development / Networking & Multiplayer / [Kryonet] - large traffic causes client disconnect on: 2012-01-23 15:09:21
Hi,
I have a question to kyonet lib. It seems to have problems with handling both large and numerous messages. When I send to many messages per second (hundreds) or some messages with a lot of data, the client just disconnects from the server. There is neither an exception nor an error message.
How am I supposed to prevent or handle this ?
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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars and Titan!

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