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Ad hoc: Options to simulate a slow network
--adhoc-delay, --adhoc-jitter and --adhoc-loss (AdhocSimDelayMs, AdhocSimJitterMs and AdhocSimLossPercent in the ini) delay and drop ad hoc traffic, in emulated time, to find games that can't cope with a real network's latency. They're a transport, NetSimTransport, around whichever one is in use, so they work the same for the relay and P2P. PDP datagrams are held on arrival; PTP sends are held before they go, and a "lost" one goes a retransmit interval later instead. PtpSendNow is new in the transports, for those delayed sends. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1419,6 +1419,9 @@ static constexpr ConfigSetting networkSettings[] = {
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ConfigSetting("PortOffset", SETTING(g_Config, iPortOffset), 10000, CfgFlag::PER_GAME)
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.Label(I18NCat::NETWORKING, "Port offset").Range(0, 60000, 100),
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ConfigSetting("PrimaryDNSServer", SETTING(g_Config, sInfrastructureDNSServer), "67.222.156.250", CfgFlag::PER_GAME),
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ConfigSetting("AdhocSimDelayMs", SETTING(g_Config, iAdhocSimDelayMs), 0, CfgFlag::DEFAULT),
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ConfigSetting("AdhocSimJitterMs", SETTING(g_Config, iAdhocSimJitterMs), 0, CfgFlag::DEFAULT),
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ConfigSetting("AdhocSimLossPercent", SETTING(g_Config, iAdhocSimLossPercent), 0, CfgFlag::DEFAULT),
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ConfigSetting("MinTimeout", SETTING(g_Config, iMinTimeout), 0, CfgFlag::PER_GAME)
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.Label(I18NCat::NETWORKING, "Minimum Timeout", "Minimum Timeout (override in ms, 0 = default)").Range(0, 15000, 50).Units("ms"),
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ConfigSetting("ForcedFirstConnect", SETTING(g_Config, bForcedFirstConnect), false, CfgFlag::PER_GAME)
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