feat: Quick match correctness and realtime protocol - #68
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…heir connectivity
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…how everyone who can't connect
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Quick match could start short of players or with players who weren't connected, clients had no reliable join order, and only the host saw why a start failed.
gave_up, 20 s backstop (full_mesh_check_referee_window_ms). A failed custom check re-signals the missing pairs so the next start attempt can pass.JoinSequence, the lobby snapshot in "match found", the mesh-checkreason, game CRCs on the session (409 on custom-join mismatch), per-playerice_implementationwith a tester allowlist.