1 standalone loading pause death and recovery screens
forgejo-actions edited this page 2026-07-15 12:43:13 +00:00

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.