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Simple, message based, MMO Scale TCP networking in C#. And no magic.

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Hi everyone, I have .net 6 console app as server and Unity app as client with same version of Telepathy added to both as source code. Server app is working...

I've drafted up this PR for consideration. I apologize for the number of Commits 😅 There's an appveyor file but nuget.org only has very old versions (from 2019) of Telepathy....

I thought Telepathy would be ideal for my project as we need to send larger amounts of data during the session. In the current world I am testing, the host...

I have a Server receiving messages from a client in Unity, setup like the example in the wiki. I am sending two different messages on two different key presses, one...

Hello, I've upgraded to V2 (2021 branch) to test it. It seems messages of "max message size" length are always sent, instead of only what is necessary. Edit : this...

When I send a message and disconnect a client immediately afterwards (in the same tick) it seems like this last message is being dropped. I was wondering if the framework...

Looks like a copy paste issue happened here?

These were getting through and logging as errors when client disconnects due to socket exceptions, trying to match functionality with ThreadAbortException. It's possible this isn't the only scenario where a...

![图片](https://user-images.githubusercontent.com/29854150/119314314-32a27500-bca7-11eb-9e32-82001fe3fbbc.png) 我在使用时出现了服务器发送了一次消息,但 客户端在OnData收到多条信息的情况。我把 state.receivePipe.TryDequeue();方法放到 OnData?.Invoke(message); 之前可以避免这个问题。 这么做会出现其他问题吗?或者有其他更好的解决方法?

Re-opened from issue: https://github.com/vis2k/Telepathy/issues/72 A related PR: https://github.com/vis2k/Telepathy/pull/81 As mentioned in the original issue Ill do some digging and see what I can find, and thanks once again for all...