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Co-authored-by: andrew <andrew@anysphere.co>
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| setStartFreshGame(true); | ||
| } else { | ||
| setStartFreshGame(true); | ||
| } |
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Redundant else-if branch in handleCoopStart
Low Severity · Code Quality
The handleCoopStart function has redundant conditional branches where both the else if (isHost) and else cases execute identical code (setStartFreshGame(true)). This suggests the else if check is unnecessary and should be simplified to a single else branch.
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This pull request contains changes generated by a Cursor Cloud Agent
Note
Adds co-op multiplayer support to IsoCoaster, including a dedicated
/coaster/coop/[roomCode]entry page and aCoopModalflow from the coaster landing page (with saved parks able to resume into their associated room).Introduces park invite/sharing UX in-game via
CoasterShareModal, a newuseCoasterMultiplayerSynchook that periodically broadcasts/loadsfullState, and TopBar/Sidebar indicators/actions for co-op sessions.Generalizes multiplayer plumbing across IsoCity + IsoCoaster by defining a shared
MultiplayerStateunion, updatingMultiplayerContext, Supabase provider/DB functions, andCoopModalto accept game-specific labels/paths and state creation/name-application. Saved coaster metadata now stores optionalroomCode.High Risk. Touches core multiplayer state types and Supabase persistence paths, and adds periodic full-state sync for co-op sessions; regressions could affect existing IsoCity co-op behavior and state loading/saving.
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