Has message handling changed between .16 and .20? I ask because very very similar code that was run in .16 (WC3FT) is now causing reliable channel overflows in .20.
I've investigated the issue quite a bit up to this point. MSG_ONE_UNRELIABLE and MSG_BROADCAST does not seem to resolve the issue.
I managed to experience the overflow a few times. What seems to happen is the server just starts sending more and more information to the client over time. This does not happen immediately. Feels like something isn't getting flushed somewhere, but I don't know HL internals enough to conclude anything. Even when there is no activity, i.e. all players stop what they're doing, my client continues to receive massive amounts of data (4+kbps) which does not seem to die down.
One could blame the plugin for causing this, but something else has to be going on to cause the incoming data stream to maintain such high levels of transfer w/o any activity.
Any suggestions about debugging this would be helpful.