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  [Kryonet] Client disconnects after packet sent?  (Read 871 times)
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Offline cubemaster21

Senior Member


Medals: 4
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« Posted 2013-03-05 21:45:43 »

I'm working on my first real multiplayer setup and I'm using kryonet. The client will connect and all goes well, but when I try to go to  send a packet, it'll maybe send one or 2 and then disconnect. I followed all of the tutorial snippets on the kryonet page, but I'm at a  loss with this. Has anyone had this experience before and how have you fixed it?

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Offline Positive

Junior Newbie





« Reply #1 - Posted 2013-03-06 11:29:21 »

Did you registered the classes in the same order on client/server side ?

Any stacktrace ?
Offline cubemaster21

Senior Member


Medals: 4
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« Reply #2 - Posted 2013-03-06 12:34:42 »

Yeah, everything is registered, there is no stack trace. The server just triggers the disconnected method for the client.I tried adding Log.TRACE(), but that didn't even give me any info either.

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Offline Positive

Junior Newbie





« Reply #3 - Posted 2013-03-06 12:55:33 »

Weird question but are you using the same version of Kryonet on both sides? Can you post some code?
Offline seismic

Junior Member


Medals: 2



« Reply #4 - Posted 2013-03-13 18:40:59 »

If you send a packet each frame and you have like 1000 fps Kryo disconnects will happen, so make sure that you're not sending too many packets at once.
Other than that, I don't know, show some code maybe Smiley
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