Review fixes: logoff inventory, socket stop, connect order, relog leftovers
F2: the logoff inventory is skipped when the host already let go of the items (it may reset the session before reporting the logoff): an empty list would have emptied the backend's inventory and overwritten the saved copy. F3/F4: each socket start owns its run; Stop no longer blocks the game thread and gives the run up to ten seconds to send what was queued (a large logoff inventory) before closing, flushing that run's own send loop; a relog never hears the previous run's frames. F7: on connect, share_subscribe goes out before the first telemetry frame, as the original sent them. F8: a rare announcement still waiting at logoff is dropped rather than sent as the next character. F9: each dungeon map is sent once per login, as the original (reloaded per login) did. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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8 changed files with 223 additions and 82 deletions
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@ -50,9 +50,7 @@ internal sealed class RadarStream : IMmFeature
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_context.Verbose("[Radar] Stopped nearby objects tracker");
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}
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public void OnLogin()
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{
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}
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public void OnLogin() => _mapsSent.Clear();
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public void OnLogoff() => Stop();
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