* WIP: Add character customization to multiplayer
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Refine character customization: fix message buffering, DRY up code, request-based model
- Register NetworkManager with TickleManager via HandleCreate hook in
LegoOmni::Create(), so packets are processed continuously instead of
buffering between Connect() and OnWorldEnabled()
- Spawn unspawned remote players in OnWorldEnabled() (created before
world was ready)
- Switch to request-based customization: HandleROIClick sends
MSG_CUSTOMIZE to server, server echoes to all peers, HandleCustomize
applies state and plays effects
- DRY up SwitchVariant to delegate LOD cloning to ApplyHatVariant
- Add ApplyChange helper consolidating the switch-on-changeType pattern
- Fix InitFromActorInfo to derive dependent color parts from independent
parts (matching Unpack rules)
- Remove dead code: m_hasBeenTicked, ApplyCustomizeChange on
RemotePlayer, m_localCustomizeState on NetworkManager
- Add null ROI checks in HandleCustomize for unspawned players
- Move MSG_CUSTOMIZE constant to shared protocol.ts
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Fix
* Fix character customization bugs from code review
- BUG-1: Add bounds check in SwitchColor to prevent OOB access from
unvalidated network input (p_partIndex could exceed array bounds)
- BUG-2: Enforce allowRemoteCustomize on receiver side in HandleCustomize
(was only checked on sender side, byppassable by malicious client)
- BUG-3: Document stale-state sound asymmetry for remote targets
- OBS-1: Remove unused bodyVariantIndex from CustomizeState (never
modified, wasted 3 bits per state message)
- NAME-1: Fix p_ prefix convention on ApplyCustomizeChange parameters