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Remove fixed model transfer rate caps and stale queue drops
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@@ -16,10 +16,14 @@ The host forwards available chunks while downloading. A sliding selective-ACK
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window replaces the old 32-chunk request/wait cycle. Each peer receives the current
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model once; completed content is cached for later swaps, and a late join receives
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the current selection. New selections cancel obsolete transfers.
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Movement/collision packets are serviced first. Bulk traffic has its own bounded
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4 MB/s per-link ceiling, grows its window as chunks are acknowledged, backs off
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on loss/relay congestion, and retries missing
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chunks. Datagram queues hold slow render frames' traffic on both direct sockets
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Movement/collision packets are serviced first. Bulk traffic has no fixed
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bytes-per-second cap: its acknowledgement window grows with successful delivery
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and backs off on packet loss. Each service call is bounded to 512 KB per peer
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and 2 MB overall to protect frame time and local IPC queues. Missing chunks retry.
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Steam's configured maximum is the highest representable rate; its minimum is
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unchanged, so this does not force traffic beyond Steam's connection control.
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The relay no longer discards packets based on a once-per-second queue snapshot.
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Movement retains Steam's NoDelay flag. Datagram queues hold slow render frames' traffic on both direct sockets
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and Steam IPC. The Steam send-rate ceiling is raised from its small-message
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default. The HUD shows character transfer progress.
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Each remote keeps its visible character until the new scenes, textures and every
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