EDIT:
for anybody interested, the issue was that due to a bug I was over-flooding lots of messages per second from the client to the server. There doesn't seems to be documentation that tells you, a client might get kicked if you send too many messages from the client to the server per second. I fixed the bug in my code so I no longer send that many messages and the issue was gone, the clients no longer gets kicked
Hello
I'm getting disconnections in about 3 to 10 seconds after the user joins a room.
1) Using client.Multiplayer.UseSecureConnections = false; on port 443 throws "receivedBytes == 0" message at client's disconnection
2) Using client.Multiplayer.UseSecureConnections = true; on port 443 throws "EndRead - An Existing Connection was Forcibly Closed by the Remote Host" message at client's disconnection"[/b] message at client's disconnection
3) Just leaving port 80 for connections using client.Multiplayer.GameServerEndpointFilter throws error "BeginWrite failed. IO Exception. Unable to write data to the transport connection, socket is not connected"
The behavior I see is that the remote host is closing the connection for no reason...
Please note this started happening 1 day ago and the issue persists..
This is on live environment using Unity as the client.
I also googled a bit and found that:
1) Shellshock, a game on steam, have users reporting the receivedBytes == 0 error
https://steamcommunity.com/app/326460/discussions/0/208684375425855995/
2) Found threads that talks about the issue, but didn't find a real fix
https://playerio.com/forum/viewtopic.php?f=4&t=36617
https://playerio.com/forum/viewtopic.php?f=18&t=36666
https://playerio.com/forum/viewtopic.php?f=41&t=36208
https://playerio.com/forum/viewtopic.php?f=4&t=36276
Any help is much appreciated,
Thanks