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Add safety throttle to client-side TCP sending loop #47

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@Jenna1337

Cap client network sending rate to improve network stability and prevent bufferbloat.

Two potential solutions:

  • Add a time check to MultiplayerClientNetcode.cs method ConnectToServerInternal to 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.

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