mojira.dev
BDS-23122

Nethernet Single client sees frozen players + kicked after alittle , same client fine on Raknet

Summary: On Nethernet, one wired PS5 client sees all players frozen mid-air with delayed hits, while chat works fine. Same client/network plays perfectly on RakNet. Server emits at 100% (322/322 spatial packets, no throttle at time of sampling).

Environment:

  • Server: BDS 1.26.52.3 (protocol 2193), Windows, transport=nethernet, server-udp-ports=<public-ip>:19132-19182:19132-19182, compression snappy, view-distance 12

  • Path: Oracle VPS (Riyadh) → WireGuard (17ms, zero drops, MTU 1420) → home PC. Gameplay UDP via 1:1 kernel DNAT (19132-19182 + fixed 7551), all firewall layers verified open, VPS load 0.00. LAN clients unaffected.

  • Client: PS5 wired (UAE), release client, low ping to server IP, identical symptoms on home broadband AND phone hotspot. Same console joins the RakNet instance on the identical proxy path and plays flawlessly.

Repro: Join via proxy on Nethernet → play anywhere (worse in Nether/crowds, but occurs everywhere) → other players freeze mid-air, hits register seconds late, chat sends/receives normally. Persists across sessions; unaffected by server-side tuning (MTU, compression, full port-range + 7551 forwarding all verified).

Expected: Actor/hit updates arrive in real time as on RakNet.
Actual: Reliable-channel updates stall for seconds (sometimes move in jumps) while tiny messages pass — consistent with Nethernet SCTP head-of-line blocking on a path RakNet tolerates.

Corroboration: PowerNukkitX #2823 (delayed server→client updates in Nethernet era, block breaking huge delay, gamemode minutes to appear); BaoHost 28-Sep-2026 advisory (NetherNet is slower and less stable than RakNet); BDS-18752 (dedicated servers super laggy).

Comments 1

FAVXX

(Unassigned)

Unconfirmed

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