Currently (v3.6.0), when a user hosts a game server, has FTP serving enabled, and has multiple connected users download from him simultaniously, it tends to happen that the hosting users' upstream bandwidth gets saturated, causing some or all of the connected users to be disconnected. This situation could be prevented if the game was to limit the bandwidth used for FTP transfers to a value that is below the total bandwidth available for the given direction (upstream or downstream), as (could be) configured in MegaGlest options.
For example, if a hosting user H and a connected client user C, had both set, in glestuser.ini
UpstreamBandwidth=100
DownstreamBandwidth=3000
then this would allow the game to artificially limit the bandwidth used by FTP data transferred between H and C to:
100 kbps - 1 (number of connected clients) x 10 kbps (bandwith needed for game protocol) = 90 kbps.
This way, clients should remain connected while the file transfer is ongoing.