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feat(network): Share the game network settings between LAN and online - #656
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Merge after #635.
NGMPGame::launchGamewrote the run ahead settings from the service config straight into engine globals, so only an online match could set them and every new setting needed another block there.NetworkSettings(new, in Core) now holds the per-matchsendandinput_delaysettings.ConnectionManager::initfills it from compiled defaults, and in an online match from the service config, then sets the run ahead globals from it. LAN uses the same defaults as online. Later PRs add their keys to the same struct.The service config is now grouped (
connection,send,input_delay,lobby,telemetry) and only the grouped keys are read. A key the service sets is used, a missing key keeps its compiled default, values are clamped. The flat reader,use_default_config, the retail and custom profiles and theibra_*keys are gone, so only new clients connect. Renames includerelay_all_traffictoconnection.relay_only,ice_implementationtoconnection.ice_engine,enable_host_migrationtolobby.host_migration,do_probestotelemetry.screenshot_probesandframe_grouping_framestosend.frames_per_packet. The screenshot keys move intotelemetryas well:screenshot_width,screenshot_heightand thescreenshot_upload_bytes_per_secandscreenshot_slot_offset_msof #635.Compiled defaults change:
lobby.host_migrationfalse (was true), screenshot size 960 x 600 (was 557 x 333), minimum run ahead 4 (was 6). Also fixesdeleteinstead ofdelete[]inFrameMetrics, which now also reallocates its FPS history when the service sets a differentinput_delay.fps_history_samples, so a value above the default 30 cannot overrun the buffer. No wire change.Tested: every tip builds x86 Release
z_generals.