skatamatic 371 Practically a Posting Shark

Hi, I'm working on a client-server game app involving asyncronous recieving and syncronous sending. Every time a key state changes, the client is to send a state frame to the server. The problem is...after exactly 96 sends to the server, both the client and server crash! I stepped through and found that it indeed freezes on the Send() call. What could be causing this?! Here's the sending code on the client end:

{
            if (m_Sock == null)
                return;
            switch (e.KeyCode)
            {
                case Keys.Up:
                    CurrentStateFrame.m_Accel += 0.1f;
                    break;
                case Keys.Down:
                    CurrentStateFrame.m_Accel -= 0.1f;
                    break;
                case Keys.Left:
                    CurrentStateFrame.m_Turning -= 0.1f;
                    break;
                case Keys.Right:
                    CurrentStateFrame.m_Turning += 0.1f;
                    break;
            }
            // memory stream to serialize into 
            MemoryStream ms = new MemoryStream();
            // formatter (how to serialize) 
            BinaryFormatter bf = new BinaryFormatter();
            // serialize the frame 
            bf.Serialize(ms, CurrentStateFrame);
            //fill a temp byte buffer with the serialized frame
            byte[] buff = ms.GetBuffer();
            //send it...
            m_Sock.Send(buff, (int)ms.Length, SocketFlags.None);
            listBox1.Items.Insert(0, "Sending Key State Packet to server" + (_iSends++).ToString());
        }
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