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AgentFire avatar AgentFire commented on June 29, 2024

I am heavily sure that the source of the issue lies inside your code.

from lidgren-network-gen3.

AgentFire avatar AgentFire commented on June 29, 2024

@ramonfr2014 like how exactly do you read your incoming messages on both ends?

from lidgren-network-gen3.

willthiswork89 avatar willthiswork89 commented on June 29, 2024

You should reconsider your message structure to follow traditional networked games.

Generally you only send Deltas, and every x seconds send a true position update.

So i push the stick forward, i send out a packet with direction(rotation etc) and velocity. I do not send another packet until one of those variables changes. This should minimize your chatter on the wire and achieve the same results. You allow the client to extrapolate the position.

This is why in Halo, CoD etc when you lose network connection players run straight into a wall and continue running. They never received a velocity and vector update to change the behavior to the client continues to extrapolate from the previous packet it received.

from lidgren-network-gen3.

RevoluPowered avatar RevoluPowered commented on June 29, 2024

@ramonfr2014 Sending too frequently can cause issues I had a similar issue, put a time delay on the update.
You should only send network updates at the same rate as the server updates.

To resolve this, I just use a timer locally on the entities which I network. 60 ticks a second, means 60 updates in that game object, which is more than enough for things like player information.

Then as @willthiswork89 says, send delta's and make sure to use autocorrection when the values become hairy.

from lidgren-network-gen3.

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