Hello everyone!
My WIP is an online RPG with a client/server model.
- Client uses AppGameKit, Tier 1
- Server uses C#
I was able to hack the AppGameKit network protocol with the help of some posts and a packet sniffer. All was working well on my PC and Nexus 10 tablet while on my local network. As soon as I put the server on an external machine, accessed via internet (with real lag), all sorts of packet and data loos problems showed up.
It happens most times when the server sends a large amount of data, about 8k, in a short time, about 1 second. Running the client on a PC would crash about 10% of the time. Running the AppGameKit Player on my tablet, would crash about 90% of the time.
I tried a million different things and got mixed results. I finally tried to slow down the data sending from the server for that initial 8k transfer and that seems to have fixed the problem. I am thinking that the AppGameKit recv buffer might be too small or getting overwritten some how. This would make sense since the PC is faster and tends to not crash as much thus probably keeps up with incoming data better?
Yeah, it could be my C# code but I have tried a lot of different things and the server code works fine with small data sending. I would rather not slow down the server.
Any ideas or suggestions?