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Follow-ups from the review of where the game is (#77) #78

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@Pelotrio

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.

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