Keep multiplayer settings under server control - #26
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July 29, 2026 05:23
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Ordinary multiplayer clients could change the shared settings from the game settings page. The server rejected those events, but the client had already changed its local state and did not receive the accepted values back. This could leave shortcut visibility, mass scaling, or speed scaling different on that client.
This makes the three shared controls read-only for non-admin multiplayer clients and prevents their callbacks from changing local state. If an unauthorized settings event still reaches the server, the server now returns its current settings to that connection without broadcasting the rejected change.
Single-player, server-host, and remote-admin behavior is unchanged.
Tested with Lua syntax checks, XML validation, and local multiplayer checks covering UI permissions, rejected callbacks, accepted admin changes, server rejection, corrective serialization, and broadcast behavior.
This has not been tested in a live multiplayer session.