Standalone Loading, Pause, Death, And Recovery Screens
Standalone loading, pause, death, and recovery screens handle world-entry gates, time control, user recovery, respawn, and title/quit transitions.
How It Works
Loading requires authenticated account state, selected character state, and a world-entry ready signal before scene load. Pause toggles virtual time and exposes settings/save/title/quit intents. Death detection prioritizes replicated combat, then replicated stats, then local combat fallback.
How To Use It
Keep loading failures explicit: missing auth, missing character, busy connection, handshake rejection, and world-entry wait should each produce a clear route. Pause actions should clean up state before returning to title. Respawn should respect authority mode.
Invariants
No realtime session means respawn can return to InGame locally. An authoritative session should wait for combat snapshot to clear defeated. Pause must restore virtual time when leaving pause state.
Debugging
Handshake rejection should route back to character selection or login. If time stays paused after leaving the menu, inspect pause cleanup. If respawn loops back to death, inspect replicated combat snapshot state.
Examples
If the selected character is deleted by another session, loading should fall back to character selection. If a server respawn succeeds, the death screen should wait until the authoritative snapshot clears defeated state.