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Client Buffer Limit reached causing drops

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Hi. I have a simple 2D snowball right game I am making, It has networked player objects, throwing networked snowballs. Networked power-ups and such spawn slowly over time on the map, and the player can build networked towers that heave snowballs automatically. After a variable amount of time, a client, or multiple will get dropped from the server. Much of the time before getting dropped they will get "Buffer Limit Reached" error. Since I use a reliable fragmented channel, which is 'all or nothing', this causes the client to stop sending info to the server on their location, wanting to throw snowballs, etc. I changed the buffer limit from the build in 16 to 512 and that caused massive, immediate lag. After a little bit more time than previous, the clients still got dropped. Can anyone here help me out with how to properly network without clients hitting the buffer limit? I can post all necessary code and pictures on request! Thank you!

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