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I have Qpang private game server over at https://github.com/AnimeShooter/QServer
tbh I still lack the full understanding of OpenTNL but while testing my server -- which literally spams 50 packets/second per player in lobby -- I noticed random errors showing up after several minutes. After long nights of troubleshooting and attempts to debug the problem I concluded a race condition might be the culprit
The
lock()onTNLSocket.PacketsToBeHandledfor.Enqueueand.Dequeueseems to do wonders 🎉