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chore(multiplayer): Phase 0 refactors + graphics/perf settings groundwork
Lands the non-networked Phase 0 tasks from multiplayer-todo.md (ship/camera/ arena refactors, sim constants, background FPS handling) plus a first pass at exposing graphics/performance settings (presets, resolution scaling, vsync, FPS cap, perf overlay) and a GPU profiling harness for the real-hardware follow-up in task 0.15b.
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@@ -1,5 +1,6 @@
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class_name TrainingMode
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extends GameMode
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const SimConstants = preload("res://scripts/sim_constants.gd")
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# Headless self-play training mode: two RL-driven ships, no HUD, no camera.
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# The scene also contains the godot_rl_agents Sync node, which speaks TCP to
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@@ -120,8 +121,9 @@ const MAX_RANDOM_SHIP_SPEED := 8.0
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# marker spacing, which uses the same margin for the same reason.
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const MIN_SHIP_SEPARATION := 4.5
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# Sim runs at 60 physics ticks per sim-second regardless of speedup.
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const TICKS_PER_SIM_SECOND := 60.0
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# Sim runs at SimConstants.TICK_HZ physics ticks per sim-second regardless
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# of speedup.
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const TICKS_PER_SIM_SECOND := float(SimConstants.TICK_HZ)
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var _agents: Array[ShipAIController] = []
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