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Reviewer's GuideImplements configurable undiscovered-room hints by consuming Room.Known GMCP history, maintaining per-server/per-character cached snapshots, and asynchronously rendering red map dots with stale-result and background-I/O safeguards. Sequence diagram for undiscovered room history and cache refreshsequenceDiagram
participant Server
participant Proxy
participant Observer as GameObserver
participant Cache as KnownRoomsCache
participant Renderer as MapCanvas
Server->>Proxy: Room.Known.List
Proxy->>Observer: observeSentToUserGmcp
Observer->>Observer: receive
Observer->>Cache: save
Observer-->>Renderer: sig2_knownRoomsChanged
Renderer->>Renderer: paintDifferences
Renderer->>Renderer: maybeAsyncUpdate
Renderer-->>Renderer: Render red dots for unknown server IDs
Server->>Proxy: Room.Known.Add
Proxy->>Observer: observeSentToUserGmcp
Observer->>Cache: save
Observer-->>Renderer: sig2_knownRoomsChanged
Renderer->>Renderer: paintDifferences
Flow diagram for authoritative known-room updatesflowchart TD
Start[Character identified] --> Load[Load per-character cache]
Load --> Request[Request Room.Known.List]
Request --> Receive[Receive Room.Known.List chunks]
Receive --> Valid{Complete and valid list?}
Valid -- No --> Keep[Keep usable cache snapshot]
Valid -- Yes --> Replace[Replace snapshot with server truth]
Keep --> Render[Render current discovery hints]
Replace --> Save[Atomically save cache]
Save --> Render
Render --> Live[Apply Room.Known.Add updates]
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Hey - I've reviewed your changes and they look great!
Sourcery assessment
Needs a human reviewer. If the history or cache handling is wrong, the map can show incorrect discovery dots and a bad room-ID set can remain in the local cache after reverting. The authoritative GMCP list can replace it, or the cache can be cleared, so the persisted error is bounded and repairable.
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Uses the inverse of rooms.known to indicate which rooms have not been entered and marks them with a red dot. It requires a serverID to be present in the map to match.
For existing characters this list can be quite large, and takes about a minute. For new characters, it would be practically immediate. A warning pops up on first use that it may take a minute.
The first time used per character it runs in the background and adds the red dots once the list is complete. List and dots update in gameplay.
Future use will use a saved file that checks rooms.known in the background and silently updates the list.
This is set to be opt in- i.e. by default the checkbox is not selected.
This system could be built on to create fog of war.
Summary by Sourcery
Add character-aware undiscovered-room mapping hints backed by asynchronous GMCP history loading and persistent caches.
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