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The game's own connection is a loopback to the world it hosts in the same process, but it keeps the game's in-game timeouts (15 s in Game.cfg, 5 s in Branch.cfg). A replay export holds every frame to the encoder's pace, and a long one stalled the game past that: the game left the map with SecureReason_TimedOut and went back to the splash screen while the export carried on. - Client.IngameTimeout and Server.IngameTimeout are set to -1 (off) at startup, as the game's own development config does; ReSkate's multiplayer runs beside that connection and keeps its own timeouts. - Set apart from the other startup settings and tried for a minute, so a name the game does not take cannot hold those back; the result is logged.