feat: zone snapshots, broadcast throttling, persistent worlds#56
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- Zone sends immediate entity snapshot to new subscribers so late-joining clients see existing entities - Broadcast deltas every Nth tick (configurable broadcast_interval, default 3) to reduce WebSocket traffic - Add persistent flag to world config — prevents world from finishing when all players leave - Pass persistent through game_modes world_config - Convert phase start_condition tuples to maps for JSON safety - Ignore asobi_message in world_server running state (zone snapshots delivered to self in tests)
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Summary
broadcast_interval, default 3) to reduce WS trafficpersistentconfig flag prevents world from finishing when emptypersistentthroughgame_modes:world_config/1start_conditiontuples to maps forjson:encodesafetyasobi_messagein world_server running state (zone snapshots in tests)Test plan