fix: Align lockstep player IDs with command player IDs in multiplayer#1175
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Fixes two critical multiplayer issues: 1. Lockstep barrier used network peer IDs (pubkeys) but commands used slot IDs (player1, player2), causing lockstep to wait indefinitely. 2. Command validation only checked against the first remotePeerId, rejecting valid commands from other peers in 3+ player games. Changes: - Add peer-to-slot ID mapping (peerToSlotId) to multiplayerStore - Set up mapping when peers connect (host: guest.pubkey -> guest.slotId, guest: hostPeerId -> host's slot) - Update getExpectedPlayerIds() to return slot IDs via getAllRemoteSlotIds() - Update command validation to accept commands from any mapped remote slot https://claude.ai/code/session_01PqaegjhvDFuLUVK3bDmsgr
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Fixes two critical multiplayer issues:
Lockstep barrier used network peer IDs (pubkeys) but commands used slot IDs (player1, player2), causing lockstep to wait indefinitely.
Command validation only checked against the first remotePeerId, rejecting valid commands from other peers in 3+ player games.
Changes:
https://claude.ai/code/session_01PqaegjhvDFuLUVK3bDmsgr