Closed valkyrienyanko closed 1 year ago
For example
for (int i = 0; i < 2; i++)
{
var client = new GameClient();
client.Connect("localhost", 25565);
while(!client.IsConnected)
await Task.Delay(1);
client.Send(new CPacketPlayerJoin { Username = "Fred" });
}
probably because they are using the same godot thread when they really need a separate godot thread for each client thread
If I have 2 clients and 1 server all running in the same assembly. The server receives client A and client B peer Ids as the same value (like both 0 or both 1). This happens 80% of the time. This also crashed my game 50% of the time with no errors to the console.
If I have 1 client and 1 server in assembly A and then 1 client in assembly B. Then it works completely fine!
Why is this? I want to be able to create dummy test clients in the same assembly but I can't because of this weirdness.