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multiplayer: the session imposes the settings that decide the physics
server_hello.config had been a TODO carrying a zero, and every peer ran with whatever its own eu07.ini happened to say - including a vehicle physics thread count, which makes the order vehicles are stepped in depend on how threads get scheduled. - the handshake now carries a bitfield of the settings that change how the physics comes out (full physics, realistic control) and a joining peer takes them on, saying in the log what changed - a multiplayer session runs the vehicle physics on one thread on every peer, host included Settings that only affect what a player sees or how comfortable the controls feel stay with the player; only what alters the outcome belongs in here.
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@@ -69,6 +69,7 @@ struct server_hello : public message
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uint32_t seed;
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int64_t timestamp;
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// settings the server imposes on the whole session, see network/session.h
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int64_t config;
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std::string scenario;
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// build identification of the server, informational only
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