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BDS-23124

Nethernet Random ~3s lag spikes with 10+ players; movement rubber-bands/flying on recovery

Summary: With 10+ concurrent players on Nethernet, the server suffers random high lag spikes lasting ~3 seconds: players fly/rubber-band through the air, hits and movement snap back after each spike. Frequency scales with player count; quiet server is smooth.

Environment:

  • Server: BDS 1.26.52.3 (protocol 2193), Windows home-hosted, transport=nethernet, server-udp-ports=<public-ip>:19132-19182:19132-19182, compression snappy, view-distance 12, tick-distance 4

  • Path: Oracle VPS (Riyadh) → WireGuard (17ms, zero errors/drops, MTU 1420) → home PC. Gameplay UDP via 1:1 kernel DNAT (19132-19182 + fixed UDP 7551), all firewall layers verified open, VPS load 0.00, home CPU ~35% during play, server emitting at 100% in sampled windows

  • Clients: mixed (console + PC + mobile), external via proxy; LAN clients unaffected

Repro: 10+ players online → play normally (fights, Nether travel, crowded areas raise frequency) → at random intervals all movement freezes ~3s → players snap/fly to corrected positions, delayed hits land at once → recovers, repeats. Does not occur with 1-3 players; does not occur on the same hardware/path under RakNet.

Expected: Movement/actor updates stay real-time under 10+ player load as on RakNet.
Actual: Periodic ~3s stalls of the reliable update stream under concurrent-player load, followed by mass position corrections (flying/rubber-banding) — consistent with Nethernet SCTP congestion collapse and retransmit bursts under fan-out load, where RakNet's per-packet resends degrade gracefully.

Corroboration: BDS-18752 (Dedicated Bedrock Servers are super laggy); BaoHost 28-Sep-2026 advisory (NetherNet is slower and less stable than RakNet, recommends RakNet); Reddit BDS 1.26.51.1 / NetherNet connection problems since 26.50/26.51; PowerNukkitX #2823 (delayed server→client updates in the Nethernet era).

Notes for triage: Proxy topology (VPS → WireGuard → home, 1:1 UDP DNAT incl. fixed 7551) is fully verified working with zero drops — stalls reproduce with a clean path, pointing at transport behavior under multi-client fan-out rather than connectivity. Packet capture of a spike window available on request (scoped to game ports, fixed time window).

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