- PacketReader for all network data: lengths are checked against the real data
(Mono allocated the claimed size first - a fake 2 GB length crashed the game)
- FsmSync: remote players can no longer switch arbitrary FSMs - never PLAYER /
Systems / MSCO objects, CLICK only on FSMs that wait for a click, bolt/assembly
events only along a transition the FSM really has for that event
- Time/weather (msco.world) and '* ' system-style chat only from the host in P2P
(the dedicated server filters them itself); other msco.* ids are reserved
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- MscoMod API (ModApi.cs) and ModLoader: own mods from MSCO\Mods, hooks for menu/game/update/GUI,
session and player events, Send/OnMessage between players (MsgType.ModMessage)
- Server mods: ModList before Welcome, consent prompt (INSTALL & JOIN), download with SHA-256 check
into MSCO\Mods\Servers, active only on that server; game start waits for the download
- Mods page in the MSCO menu, console command "mods"
- Server browser: MODS pill, VANILLA/MODDED filters, mod list in the server profile
- PlayMaker ApplicationQuit is ignored in the main menu (ESC used to close the game)
- MODDING.md and examples/HelloMod
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>