After digging into my code base I discovered the following issue. To get the host form a ENetMultiplayerPeer created client I was using the method get_host() instead of the property value ‘host’. Below is the original code causing the error and then my revision using the ‘host’ property vale instead of get_host()
var my_client = ENetMultiplayerPeer.new()
my_client.create_client(ip,DEFAULT_PORT, 20)
my_client.get_host().compress(my_client.get_host().COMPRESS_ZLIB)
my_client.transfer_mode = my_client.TRANSFER_MODE_RELIABLE
my_client.set_target_peer(my_client.TARGET_PEER_SERVER)
my_client.get_host().dtls_client_setup("",TLSOptions.client_unsafe(cert) )
var my_client = ENetMultiplayerPeer.new()
my_client.create_client(ip,DEFAULT_PORT, 20)
my_client.host.compress(my_client.host.COMPRESS_ZLIB)
my_client.transfer_mode = my_client.TRANSFER_MODE_RELIABLE
my_client.set_target_peer(my_client.TARGET_PEER_SERVER)
my_client.host.dtls_client_setup("",TLSOptions.client_unsafe(cert) )
These changes seem to have stopped the crashing issue in Windows 11 with no “Sending failed!” errors/warnings. I have been working on this project since Godot 3.5 so the implementation may have changed over time, or I had it wrong all along.
The issues appears to be solved.