I tried running the client. I couldn't notice any strange behaviour regarding the traffic, then again all the packets being sent and received were smaller than 200 bytes.
Is there a way to make the client send/receive larger packets? Maybe something you would have to do in game...
I recently broke down the packet sizes a bit. Freezes usually happen when people are walking and loading new chunks, or loading the game. They seem to happen a lot more frequently when loads of people are on at once.
Try relogging multiple times in the forest right next to spawn. Spamming chat messages also increases the frequency (if you need someone to spam chat, let me know).
Also... is there a reason why you need to send such large packets over the network? Generally sending such large data chunks at once and letting lower layers take care of fragmentation is an unhealthy practice...
Map data chunks. Basically, there are 20x20 chunks which each hold a tileID (Int32) and a transitionID (Int32)... and those are just the map chunks. It also has to send animal chunks, object chunks, and dropped object chunks.
Before I broke down the object chunks and made it send each individual object alone (instead of large chunks), it would often start distorting around object chunk sending. Now it seems that dropped item chunks and animals seem to crash the client a lot more.
I'm working on replicating the bug through a minimal and complete example at the moment.