As I said before I was talking about this code (Its possible you missed?) "Even so I changed all dict in real code - see code posted in issue - as GodotDict but no avail so far."
SERVER SIDE:
public static Dictionary<int, Dictionary> playerStateCollection = new Dictionary<int, Dictionary>();
[Remote]
public void ReceivePlayerState(Dictionary transform)
{
int playerID = GetTree().GetRpcSenderId();
int result = playerStateCollection.Count(p => p.Key == playerID);
if (result > 0)
{
if (Convert.ToUInt64(playerStateCollection.First(p => p.Key == playerID).Value["T"]) < Convert.ToUInt64(transform["T"]))
{
playerStateCollection[playerID] = transform;
}
}
else
{
playerStateCollection[playerID] = transform;
}
Log.Print(Log.DEBUG, Log.WHITE_BOLD, transform, " <---> ", playerStateCollection);
}
CLIENT SIDE:
RpcUnreliableId(Network.ServerID, "ReceivePlayerState", transform);
RpcId(Network.ServerID, "ReceivePlayerState", transform);
its this one that leak. Not the one in zip file.
Leak client side AND server side.
Its more clear now? :))))