isle-portable/extensions/include/extensions/multiplayer/animation
Christian Semmler 11bf290396
Fix animation system to work when host is outside ISLE world
- Move TickHostSessions outside m_inIsleWorld gate so the host can
  coordinate animations from any world
- Load animation catalog early in HandleCreate so the host can
  coordinate before entering the ISLE world
- Use network-reported positions for remote player location detection
  instead of requiring spawned ROIs
- Always erase sessions at launch — the host's job ends when the
  animation starts; clients play and complete independently
- Replace BroadcastAnimComplete with locally-driven completion
  callbacks: host generates eventId at launch, clients cache
  completion JSON at start time, fire it when ScenePlayer finishes
- Make StopAnimation only do local cleanup (stop playback, cancel
  own interest, reset coordinator) without destroying the session
  host, so other players' sessions survive world transitions
- Broadcast state=0 in ResetAnimationState for full teardown paths
  (shutdown, reconnect, host migration) so clients aren't left with
  stale session state
2026-04-03 20:21:02 -07:00
..
audioplayer.h Add multiplayer extension 2026-04-03 15:41:57 -07:00
catalog.h Add multiplayer extension 2026-04-03 15:41:57 -07:00
coordinator.h Add multiplayer extension 2026-04-03 15:41:57 -07:00
loader.h Add multiplayer extension 2026-04-03 15:41:57 -07:00
locationproximity.h Add multiplayer extension 2026-04-03 15:41:57 -07:00
phonemeplayer.h Add multiplayer extension 2026-04-03 15:41:57 -07:00
sceneplayer.h Add multiplayer extension 2026-04-03 15:41:57 -07:00
sessionhost.h Fix animation system to work when host is outside ISLE world 2026-04-03 20:21:02 -07:00