This makes the NetServerTurnManager not care about observers when checking if it can finish a turn. This means that observers can lag without making the players themselves lag.
Known TODOs at the moment:
- haven't checked if pausing is affected
- should update the synching code to prefer pulling from observers where possible.
- check this actually works.
- Update OOS code so that it reports OOS more granularily, ideally not showing a 'main OOS' if an observer is OOSing
Possibly refs/fixing:
- #5903 (main ticket)
- #4210 (will allow increasing the limit)
- I also intend to fix #5816 while at it.