I assume these two entries represent two people that are having trouble connecting
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16:14:55: VERBOSE[Connection]: con(4/1): RE-SENDING timed-out RELIABLE to 77.xxx.xxx.xxx:59655(t/o=3): from_peer_id=1, channel=0, seqnum=1115
16:14:55: VERBOSE[Connection]: con(4/1): RE-SENDING timed-out RELIABLE to 24.xxx.xxx.xxx:64550(t/o=0.4823): from_peer_id=1, channel=0, seqnum=30673
And we don't really know who is having the issue, if the client is not receiving it, or if the server is not receiving the response.
Maybe something like this reliable packet routine is standard practice in multiplayer games, but it would seem to make more sense to send the packets that have to arrive at their destination (authentication, all the initial client server handshake stuff, disconnect signals, etc...) to be sent over TCP. I suppose reliable packet might not be the issue at all, but from my basic knowledge it would seem to be the first place to look.