Fix player movement and server tick progression in WebSocket mode #304
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Player movement was broken and server tick remained stuck at 0 when WebSocket mode was enabled.
Root Cause
The client incorrectly stopped calling the server tick endpoint when WebSocket was active, assuming WebSocket would drive tick progression. However, the server's tick only advances when explicitly requested via the
/tickendpoint. Without tick progression, the server never processes player movement updates.Changes
updateTick()calls in WebSocket modeWebSocket now serves its intended purpose: real-time broadcast of state changes, while the client continues to drive server tick progression.
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