Fix multiplayer join visibility snapshots - #9
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What changed
This is a focused multiplayer-only repair. It intentionally drops the unrelated 20-map package scope from PR #8.
InitClient/InitAIidentity packets beforeResumestate in the welcome snapshot.SpawnState/ spectator state with join announcements so existing clients do not learn about a CN without enough state to render it.Why
The invis/desync symptom matches a snapshot-order problem: late joiners could receive entity state for a client number before the client identity existed locally, and existing players could receive a join identity without an immediate visible state. That can leave players/bots present in server state but invisible or damage-inconsistent client-side until later traffic happens to repair state.
Scope kept unchanged
No auth changes, no map pack, no browser overlay, no asset replacement, no game-mode removal, no startup/runtime redesign.
Validation
Added focused Go regression tests for: