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fix: round networking rates to nearest tick interval on boundaries
This fixes an alignment issue with tickrate vs. networking rate.
Now, if our networking rate is within 1 unit of a tick interval,
we just jump to that tick interval. This makes for slightly
faster/slower networking packet rates inaccurate to the set
integer rate, but the difference is miniscule and provides
many benefits for synchronization purposes.
In CS:GO, the tickrate was changed to a value expressable by
an integer (64), this is the next best thing.
ConVar sv_maxupdaterate( "sv_maxupdaterate", "66", FCVAR_REPLICATED, "Maximum updates per second that the server will allow" );
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ConVar sv_maxupdaterate( "sv_maxupdaterate", "66.67", FCVAR_REPLICATED, "Maximum updates per second that the server will allow" );
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ConVar sv_minupdaterate( "sv_minupdaterate", "10", FCVAR_REPLICATED, "Minimum updates per second that the server will allow" );
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ConVar sv_stressbots("sv_stressbots", "0", FCVAR_DEVELOPMENTONLY, "If set to 1, the server calculates data and fills packets to bots. Used for perf testing.");
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