Cap client network sending rate to improve network stability and prevent bufferbloat.
Two potential solutions:
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Add a time check to MultiplayerClientNetcode.cs method ConnectToServerInternal to see if at least 16ms has elapsed since the last message.
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Alternatively, we could check to see if a game logic update has occurred using a volatile Boolean updated via OnUpdate.
Cap client network sending rate to improve network stability and prevent bufferbloat.
Two potential solutions:
Add a time check to
MultiplayerClientNetcode.csmethodConnectToServerInternalto see if at least 16ms has elapsed since the last message.Alternatively, we could check to see if a game logic update has occurred using a volatile Boolean updated via OnUpdate.