All of dev to prod. Prod's squash copies are merged in with dev's
version kept, so the tree is identical to dev.
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Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
send_many_datagrams queues a frame's fragments under one lock hold and
one driver wake instead of one per fragment. It also rejects the whole
frame on TooLarge, so a path that shrinks mid-frame no longer leaves half
a frame on the wire for the client to time out. Eviction behaviour is
unchanged. A refused PyroWave frame now keeps its sequence number, since
nothing went out under it. pyro_bench mirrors both ends.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
At this point, why not..
Calling it `nespyro` since it's slightly modified, uses slang shader
language instead, along other things..
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Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>