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?
Did you registered the classes in the same order on client/server side ?
Any stacktrace ?
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.
Weird question but are you using the same version of Kryonet on both sides? Can you post some code?
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