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.