We need more information to be able to help.
- Which Godot version are you using on the clients and server?
- Which operating system are you using on the clients and server?
- Are the clients and server on the same network (LAN)? Is the connection stable (Ethernet or Wi-Fi with good signal)?
- Can you reproduce this in a minimal project? If so, please upload it somewhere so others can try to reproduce the issue.
You can also try using Wireshark to get a network capture (likely on the client's end first). This way, you can see the network packets being sent until a client disconnects.
I read that with ENet you have to call enet_host_service every frame or so, but I think Godot does that automatically? I think that's what the "poll()" function does but I tried calling that every frame in both the client and the server but it still disconnected.
No, you don't need to call this function manually.