Shortening the peer timeout was supposedly necessary at some point
to work around an unknown bug. I was not able to reproduce the bug
running a headless Luanti server on WSL Tumbleweed and connecting with
a client on the Windows host. That is not enough to say the issue no
longer exists. This commit may cause a regression.
The access to change the peer timeout was unsynchronized and done by a
different thread than the sending thread, so it was detected by TSan to
be a data race. Since this patch deletes the code performing the write,
the data race is no longer a concern and no synchronization must be
added.
Probably due to a unit misunderstanding a long time ago the window sizes
were quite insane (especially the default).
In practice this was sometimes hidden by other bugs, games trying their
best to be lightweight or didn't matter on high-quality internet connections.