You are checking the timer field of the event without knowing the type of the event. ev.timer and ev.timer.source could have absolutely any value. Stop it.
Damn, is true I forgot to changed the last time!.
You should separate the drawing from the logic because:
Drawing more frames than the number of Hz that your monitor runs at is pointless.
Drawing takes 80 % more processing time than logic, basically you would be wasting GPU processing drawing the same frames, wasting battery if you're using a laptop, burning out your GPU, etc. this is why you Logic should always be faster than your frames per second
After 30 FPS, the human eye can't notice the difference between 30 FPS or 3000 FPS.
In this case if game logic and fps are not separated game logic will slow down too. It's something that I especially not want in a network game.
Well, I don't know what system are you using to create your network game, may be Peer-to-peer or client-server, but I think synchronizing the game completely is not a good option, I haven't created an only game, but I use to think about it, and in a Client-Server game I think the Server program doesn't need any logic per second, let alone FPS.
I think it should be something like: the client send info to the server the server check if that info is correct and then send it to the other clients. so the Server just need receive as many request it's possible, and you don't need to time out the LPS of the Server... Anyway, read this web page, is poor gold.