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https://github.com/RevenantX/LiteNetLib/blob/438e1cbda31f1e1af1658ee4ce1f7d61db1f0a94/LiteNetLib/NetManager.cs#L919
Please correct me if I'm wrong, but if I stop my Client's connection to a server …
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Hi!
With the following project setup:
.net core console app -> references .net standard library -> references LiteNetLib via NuGet
![image](https://user-images.githubusercontent.com/6363312/3…
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Thanks again for the lib and sorry to annoy. When I'm testing with a listen server (both server and client) everything works fine, but when I'm only a client the OnNetworkReceive is never called, also…
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Hi, im using your library, and when i call on my client myNetPeer.Disconnect();
The server is calling PeerDisconnectedEvent(); a first time, and a second time, 5000ms later, its the DisconnectTimeo…
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I implement LiteNetLib in a game server running at 15 fixed rates per sec with 2 packet per frame;
Logging in with 40 clients, I closed 20 of them.
After that the logic thread enter an endless loop…
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Very sorry if I should't be making an issue for this!
Is there someplace that has an example for how to use the NAT punch with this library?
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I have a problem at the moment when a number of transmission operations in the same frame will produce a large number of GC, and how can this be solved?
void Update()
{
if (this.pee…
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Locking to pass messages between threads is a performance bottleneck. Instead, we should replace this mechanism with a FIFO queue such as the ConcurrentQue which does not require thread locking.
ht…
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Steps to reproduce:
1) Set update time to a low value (i.e. 1 ms)
2) Write a game that's high on the processor and (utilize multiple cores for better reproduction)
3) Run on an ios device (i.e. IPa…
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