J3b: chat, the player list (with each player's land) and admin commands across lands; sleep needs everyone in every land, with a 'waiting for everyone else' message
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@@ -36,9 +36,28 @@ player list across lands are J3b). The rest is planned.
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- `tests/test_net_lands.gd`: Alice digs and props online, lights it,
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crosses to the Cove (bag and day kept) while Bob stays in the Valley,
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comes back up, then leaves from the Cove and rejoining sends her there.
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- Next, J3b: chat, the player list (with where each player is) and admin
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commands across lands; sleeping needs everyone in every land. J3c: a land
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server crashing, the Host page's extra ports.
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*As built in J3b (everyone, everywhere):*
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- Chat and server messages go to every land (`Chat._all` relays through
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the hub, `Lands.relay_line`).
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- The hub keeps the **roster** (everyone on every land, with their land);
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every land and every player's game gets it (`Net.roster`,
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`Net.everyone()`): the pause menu's player list and `/players` show
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where each player is.
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- Commands typed in another land run **on the hub** (it alone keeps
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server.json) and answer back there; after one that changes server.json
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(`/set`, `/ban`, `/admin`, `/friend`...) every land reloads it.
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`/kick` and `/ban` reach the land the player's in; `/weather`, `/save`
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and `/backup` reach every land.
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- **Sleep needs everyone in every land:** land servers report their beds,
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the hub decides, and every land passes the night together. Getting into
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bed while others are up: "You're in bed: waiting for everyone else to go
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to bed (1 of 2 asleep)", and every land hears "Bob is in bed (1 of 2
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asleep)" in chat.
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- `tests/test_net_lands.gd` covers it all, Alice in the Cove and Bob in the
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Valley.
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- Next, J3c: a land server crashing (its players back to the hub), and the
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Host page's extra ports.
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*As built in J1:*
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- `scripts/world/tunnel.gd`: the seam (an outcrop on the clifftop strip,
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