Add a small injected ServerTuning seam (production defaults unchanged; ServerRuntime
still constructs the server without it) so end-to-end cases can use short timeouts
and a wider local connect budget.
New real-transport acceptance cases:
- impossible movement rejected, position-corrected, and not relayed
- self-targeted combat hit rejected and not routed
- independent populated scopes receive independent NPC authorities
- a stale/wrong NPC authority epoch is rejected over transport
- idle timeout closes a stale active session
- multi-client no-cross-cell-spam scaled to 16 clients (widened local connect budget)
16/16 pass on real sockets, deterministic across repeated runs.