Edge-case hardening: NaN input, leaderboard throttle, party rematch#3
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Blobs: reject non-finite move input (NaN would corrupt position/score irrecoverably); throttle leaderboard submits from every tick (20 Hz × players) to once per 5s per player. Siege: reject non-finite move direction; add the director bookkeeping fields (_spawned/_clearedAt/_restartAt) to the State type. Caption Clash: after the results screen, auto-return to a fresh lobby (scores reset, present players kept) instead of stranding everyone on the final scoreboard; drop a departed player's caption so it isn't left voteable with no author. Comment explaining why Party uses the raw plot.join() API (turn-based → no predict/interpolate) while Blobs/Siege use the managed plot.play(). Tests: +14 handler tests (NaN rejection, throttle, rematch, submission cleanup). Full showcase suite 49 pass.
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Hardens all three games against the edge cases found in review:
+14 handler tests; full showcase suite 49 pass. Handlers already republished to WfP.