We have a couple of outstanding networking issues that need to be tracked down and fixed. Some of them lead to strange and unexpected behaviour, others cause spikes in server traffic or small entity leaks. The problem with this is that all of them are kind of a pain to debug and only happen on standalone servers, which makes them far more difficult to find. I’m not an expert on the lower levels of our networking layer yet, but the good news is that any time I spend on this increases our
bus factor and should help us with development and bugfixes down the line. To make things easier I added a number of admin debugging tools on the client and server.
I’m still trying to track down a really random client side entity leak of parented weapons and weapon attachments that seems to be coming from issues with the parent to child group updates. While debugging this I found and fixed a different issue that would make certain entities send a group changed message before they were fully spawned, which would cause fairly significant spikes in network traffic whenever waves of trees, ores and collectables respawned. Overall I think I made some good progress with this, even though I don’t have all that much to show for my efforts just yet.