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Finalize EOS multiplayer with live gameplay and crash acceptance - #571
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Battle.net now has automated acceptance for complete EOS guest multiplayer: separate installations discover and join a server-authored lobby, launch a real WC3 fixture map, issue Move/camera commands and receive continuing shared-world snapshots. Default connectivity and forced relay use the production client, server, game module and renderer.
The remaining lifecycle gap was guest departure: EOS cleared partial packets, but the server retained the client and occupied lobby slot. Permanent peer closure now enters the normal server drop/zombie lifecycle, reopens the lobby slot and preserves the host and other peers. Guest-side host loss clears room/connection/fragment state and returns through the existing menu recovery path. Asynchronous departure failures remain visible.
Changes:
mpqtool packsilently truncating inputs beyond 128 files.Validation:
make EOS=1 TEST_JOBS=4 testandmake EOS=0 TEST_JOBS=4 testpassed.git diff --checkpassed.c6f02079ec9b8de0d7a055b74387592aedce2e21: all eight live scenarios passed, including default/forced-relay real gameplay and both process-crash directions. Each gameplay pair verified 100 fresh snapshots and both players' Move/camera commands.The fixture run validates gameplay and UI lifecycle; retail artwork, long matches and every cross-platform hardware/NAT combination remain broader compatibility testing.
Protocol impact: no network wire-format or save-format changes.