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FiresGhettoNetworking

Comprehensive networking + server-authority mod with ZDO delta compression, WearNTear server/client CPU skips for invulnerable pieces, AoI-filtered RPC broadcasts, and a built-in per-client config auto-tuner.

CHANGELOG

  • v1.3.7 disconnect + fall-through + steamworks-limit fixes
    • Clients no longer choke on default Steam bandwidth limits during big transfers.
    • The bandwidth lift now applies through other mods' socket wrappers instead of getting lost.
    • Fixed a compression bug that caused "Disconnected" drops on busy servers.
    • Items and graves stay put until the floor under them finishes loading instead of falling through.
    • Fall-through diagnostic logging is now off by default behind a toggle.
  • v1.3.6 tombstone/tames fix
    • graves and tames should stop dropping through structures on zone reload
  • v1.3.5 auto-tune adjustment
    • a strong PC on a high-ping connection no longer gets dropped to low settings. your hardware sets the ceiling, a bad connection only nudges it down a step
    • player smoothing/prediction are left to the clients preferences again, auto-tune doesn't force them on
  • v1.3.4 stability pass for big/busy servers
    • smoother on rented/shared hosts, now TRYING to read the actual server box specs not the hosts specs
    • "Update Rate" renamed to "ZDO Send Rate"
    • better disconnect logging to track down any hiccups
  • v1.3.3 multi-player area fixes + permission-mod compat
    • players flying / hits from across the map fixed. BulkTransferGuard was the cause, replaced with BulkTransferGate (raises ServerSync send queue gate at the source instead of suppressing ZDOMan.SendZDOs)
    • delta compression self-heals now — full vanilla keyframe every 5s per peer/zdo so a dropped packet doesn't desync fields forever
    • RPC router stopped wasting cycles forwarding server-targeted RPCs to itself
    • IsActiveAreaLoaded gate uses vanilla active-area only, megabases stop choking on it
    • ported SSS defensive trio (humanoid null guard, WNT collider re-init, ship request-handoff)
    • CreateDestroyObjects NRE prune. fires when permission mods like TargetPortalProtection block portal destroy on the dedi and leave m_instances out of sync
    • broad server ownership auto-skips portals when TargetPortalProtection is installed
    • misc log + diagnostic tidy
  • v1.3.2 realized the error of my ways
    • compat with serversync send limits
    • added experimental server ownership toggles... basically ports the rest of server simulations. off by default
  • v1.3.1 fixes for compression conflicts with SC
  • v1.3.0 server + bandwidth performance pass:
    • ZDO delta compression — server only re-sends ZDO fields that changed (wire-compatible with vanilla)
    • Server-side WearNTear skip — UpdateWear short-circuits for stable / invulnerable pieces
    • Client-side support skip — invulnerable pieces stop running UpdateSupport, max-support pinned at Awake
    • Shared invulnerability classifier — Immune + Ignore both treated as zero-damage
    • AoI-filtered SpawnedZone rebroadcast — server-side rebroadcast bound by AoI radius instead of all-peers
    • Public-test build gating — ready for live valheim updates
    • Internal reorg —
  • v1.2.1 per-client Auto-Tune system added:
    • Network/hardware probe runs on first login (latency, jitter, frame time, bandwidth, hardware fingerprint), picks a LOW/MED/HIGH tier, applies tier-appropriate settings automatically
    • Two-axis tier scoring (machine vs link) — strong client on a clean-latency link no longer dragged down by server-bottlenecked bandwidth measurements
    • Rolling monitor re-probes every 5 minutes after initial probe; tier auto-corrects if conditions change mid-session or initial probe was contaminated by startup traffic
    • Server self-tune scores host CPU/RAM and applies tier presets to ZDO throttle / AI LOD / RPC AoI / queue size / extended zone radius / Steam buffers (default ON)
    • Per-server cache (7-day TTL, hardware-fingerprint-aware) so reconnecting picks up the established tier
    • Steam SendBufferSize wired up (per-connection outbound buffer, up to 2MB) — addresses k_EResultLimitExceeded errors during initial-sync floods
    • Asymmetric send-rate pattern (Min stays at safe baseline, Max scales with tier) — no risk of pushing a slow client harder than they can handle
    • ZoneLoadBatchSize (formerly stubbed) now wired into ZNetScene's per-frame creation cap via runtime helper; HIGH-tier clients consume zone backlog 4x faster
    • ZPackage Receive Buffer config bound and applied (no-op on Valheim's bundled Steamworks build but ready when SDK updates)
    • Default Enable Server Auto-Tune flipped ON (was OFF in 1.2.0)
    • Default Enable Client-Side Interpolation flipped OFF (was ON before — the rest of the networking improvements deliver smooth positions on their own; turn back ON if you still see snap/teleport)
    • README rewritten with proper documentation of features, auto-tune, server-authority patches, and the four client-side knobs that are the only settings users should ever touch
  • v1.2.0 removed log snapshots beta, will have to become its own mod someday soon
  • v1.1.9 adjustments to player positioning patches as well as default config settings, added a new beta feature for login snapshots as well
  • v1.1.8 better client position handling for players with higher ping differences (only works when installed on server and client)
  • v1.1.7 various tweaks and a bug fix for accidentally hiding the player-player poistion sync in configs
  • v1.1.6 better server checking for renamed assemblys
  • v1.1.5 fixes to server authority ai patches. improved performance, stopped causing issues with interactions and monsters...
  • v1.1.1 fixed single player running logic as dedicated server and spamming errors finally
  • v1.1.0 compatibility updates
  • v1.0.2 update for not playing well with wackies db