Neither does anything with the server running the games. Counting down to play
again moves into the match, so the server and every player agree on it and the
results show it starting again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Profile, member join/leave and building a fresh game move into the sim library,
and the packet reader and writer into protocol.h, so the server can run lobbies
exactly as clients do.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sim holds one whole game (tick, snapshots, checksum) and talks to the screen only
through Cues, which the client's Scene plays and the server ignores. All drawing
moved to scene.cpp. Match takes this screen's wishes as request flags instead of
reading the menu, input and settings. The sim library builds without SDL and the
server links it, ready to run games itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>