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Host game isolation - #190
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demoth
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Oct 29, 2026
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- Added map selection to multiplayer hosting and a player model preview to Player Setup.
- Expanded resource previews with external player skins, text files, and streaming cinematics with thumbnails.
- Reworked server internals around Kotlin ServerHost, separating host and per-game state.
- Improved save/load validation, restored entity state, and recovery after failed loads or map transitions.
- Improved connection cleanup, dedicated-server shutdown, and error handling.
Challenge eviction needs issuance order, not elapsed time. Global clock resets or wrap can make newer entries appear older, while requests issued within one tick can receive identical timestamps. Use a Host-owned counter to order new challenges. Repeated requests retain their existing token and position; session stop clears both the cache and counter. Wire protocol behavior is unchanged. Document the address-challenge handshake and its limited protection against blind source-IP spoofing. Validate eviction after global-clock reversal and existing-token reuse through local UDP tests.
Consolidate legacy SV_* responsibilities into ServerHost and Game ownership. Unify session preparation, save/load outcomes, and failure cleanup; fix level revisits and component persistence. Contain Game failures, guarantee client cleanup, and dispose dedicated Hosts reliably. Isolate Game rules, collision scratch state, pause policy, and map reporting; remove obsolete timing state. Validate rendered save/load, multiplayer networking, and dedicated stop/restart. Execution-context and multi-Game persistence isolation remain deferred.
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