Quick answer: Both peers: peer.host.compress(ENetConnection.COMPRESS_RANGE_CODER). Reduces outgoing buffer pressure.
Many synchronizer updates per tick. ENet outgoing buffer fills. Disconnect. Compression at peer level reduces footprint.
The Fix
var peer = ENetMultiplayerPeer.new()
peer.create_server(7777)
peer.host.compress(ENetConnection.COMPRESS_RANGE_CODER)
multiplayer.multiplayer_peer = peer
# Client
peer.create_client("127.0.0.1", 7777)
peer.host.compress(ENetConnection.COMPRESS_RANGE_CODER)
Same compression both sides. Outgoing payload shrinks; buffer pressure drops; no disconnects.
Verifying
High-volume traffic stays connected. Without compression: disconnect within minutes.
“Range Coder. Both sides. Buffer fits.”
Related Issues
For large RPC chunking, see large RPC. For Synchronizer, see sync.
Compress. Stay connected.