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Follow-ups from the review of #77 (where the game is). Neither loses data or writes to the wrong target.
Duplicate location notifications. When the game tells PLAYING or its process before Companion takes its connection as established, GameLocation.connected() replays them, and a later message with the same value is announced again. Listeners then reload a view once more than needed. The setters should notify only when the value changes (#77).
Split reload batches by owner.ResourceEdits batches client resource reloads and a world's data reload together, so the rules about which world and connection a reload belongs to had to split that shared batch (rounds 1, 3, 4 and 5 of Ask one model where the game is: menu, singleplayer, server, or closed #77). Two queues remove that logic: client resources bound to the connection, and world data bound to the world and the connection. Planned as part of A3 in docs/ROADMAP.md.
Follow-ups from the review of #77 (where the game is). Neither loses data or writes to the wrong target.
PLAYINGor its process before Companion takes its connection as established,GameLocation.connected()replays them, and a later message with the same value is announced again. Listeners then reload a view once more than needed. The setters should notify only when the value changes (#77).ResourceEditsbatches client resource reloads and a world's data reload together, so the rules about which world and connection a reload belongs to had to split that shared batch (rounds 1, 3, 4 and 5 of Ask one model where the game is: menu, singleplayer, server, or closed #77). Two queues remove that logic: client resources bound to the connection, and world data bound to the world and the connection. Planned as part of A3 indocs/ROADMAP.md.🤖 Generated with Claude Code