I'm hitting a reproducible issue on my dedicated server. Every time a new client connects, every player on the server freezes for several seconds. Movement, animations, networked state, everything stalls until the join completes. The host log fills up with Steam Datagram Relay assertion failures during the freeze:
src\steamnetworkingsockets\sdr\steamdatagram_internal.h (776) : Assertion Failed:
[{#3006658120 P2P SDR steamid:... vport 77 dfw#71 (162.254.194.37:27085)}]
Expecting 32 acks! 0002=989600 0003=760588 0006=760588 ... 0027=38037 0028=896 0029=0
Dedicated server still run with wise.
The fact that every connected client freezes, not just the joining one and not just the host, suggests the host's main game thread itself is blocking during the connect (e.g. on a heavy synchronous spawn or state push), which delays network ticks for everyone. The SDR ack errors then cascade because reliable packets can't be acked in time.
I'm trying to know if the issue if from my code, or dedicated server itself.
Is there a way to inspect or throttle the host's outbound reliable queue per-connection from C# code, or to profile what's blocking the main thread on connect?
Thanks.