#Clients kicked a little too aggressively with choppy internet - is this configurable?

15 messages · Page 1 of 1 (latest)

vapid current
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So I have some reports that people are kicked more often that I would expect, and I have experienced it a bit myself now with a couple of days with really choppy internet. At some random point I'll get the Send issue: NoConnection, then Connection to server was lost. ultimately stopping the connection completely, which is of course expected, however I feel like it happens a bit too quickly if that makes sense?
Like one small hickup and then suddenly you're out. Since my game does not have any reconnection logic this is quite critical, so I'm wondering if there's a good way to give a bit more leeway before kicking anyone?

urban tusk
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You can increase Timeout parameter, but default is already 15 seconds I believe.

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and check how much data you are sending & try to optimize that, i.e, make structs smaller, make communication less frequent, and so on

vapid current
quick cedarBOT
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KO₿I received thanks.

vapid current
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Actually, I don't think it was that simple... It looks like the timeout might only be for establishing a connection?

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Yeah when I dig a little bit deeper it seems like the timeout is essentially only used in ClientSocket.StartConnection...

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@shut nebula is it unique to FishyFacepunch that connections are kicked by a single NoConnection (which is seemingly what happens, not sure)

shut nebula
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Each transport handles timeouts differently, which I have often no control over. If you're getting kicked that's steam doing it.

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There might be a hidden setting in facepunch. I don't use it personally so I'm not sure but if there is something that can be exposed I'd be happy to make it happen

urban tusk
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It could be also corrupted networking/RPC, instance is if you use structs/classes that are not serializable inside RPC, it can cause desync and therefore disconnect (maybe, not sure if that could cause disconnect though)

shut nebula
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Server would throw an error and kick client if that were the case

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at least in a dev build

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reg build it just kicks