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What:
Overload mechanism mostly for mitigating cheats:
What is not prevented:
Possible bad things:
Neighbor network cache is cleared when overload happens, also cache is cleared during overload reset for network that initiated checks.
This means that after overload is cleared network cache will get rebuilt (expensive operation) and if it fails checks again then cache will be cleared again. Overload reset time is 20 seconds by default, so every 20 seconds at least single network cache will be rebuilt until problem with network is fixed.
Behavior is still a bit undefined when network contains more than 2 switching station firing ABM events, during tests everything worked better that what I expected even with networks containing 5-10 switching stations. All networks settled after some time, ones with many switching stations took multiple overload/reset cycles which is expected because of how switch reactivation works.
Network will be invalid after switching station is moved to another location while still connected to network, this causes single overload/reset cycle (chache rebuild etc.) before it settles. Problem is probably most annoying with jumpdrive mod / space ships where it causes overload after every jump.
Things I checked / verified working during testing:
Tested @ pandorabox servers