This is derived from my program.
sending agent update Created new player Identified sending agent update Physics: 2 ticks this frame time= 200 time= 300 ***Packet Dropped: 2:10 *** ***Packet Dropped: 2:11 *** ***Packet Dropped: 2:12 *** ***Packet Dropped: 2:13 *** ***Packet Dropped: 2:14 *** ***Packet Dropped: 2:15 *** ***Packet Dropped: 2:16 *** ***Packet Dropped: 2:17 *** ***Packet Dropped: 2:18 *** ***Packet Dropped: 2:19 *** ***Packet Dropped: 2:20 *** ***Packet Dropped: 2:21 *** time= 400 Physics: 2 ticks this frame time= 500 Physics: 2 ticks this frame
Sending packets from the local host to the local host, packets are discarded. This only happens at the beginning. The first 10 or so packets go through, and then the packets after this drop. 5 to 40 packets per line. Then the packets stop.
Is there a reason this should happen?
Update:
The following code fixed the problem.
int buffsize = 65536; // 65536 setsockopt(socket, SOL_SOCKET, SO_RCVBUF, (void*)&buffsize, sizeof(buffsize));
I sent packets too fast and exceeded the default Windows receive buffer, which is only 8 KB. Increasing the buffer size fixed the problem.
Haltingstate
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