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2.0.8's dedicated server was released with a world-layers.json scanned from
a game Steam had updated: 263 layers, where every player's game has 261. A
server that shares its layers (world_layer_sync) sends one choice for each,
the player's game turned the message down as unreadable, and nobody could
join such a server ("Join code, sender identity, or multiplayer protocol
did not match", and "Disconnected." in the server's log).
- supported_build::world_layer_count (261): how many layers the supported
build's levels have.
- Server: a world-layers.json of another count is not used; the log says
why and layer sync stays off, where before every player was turned away.
- --export-world-layers refuses a game folder whose count differs, so a
release cannot be built from an updated game again.
- Player's game: a layer list of another length is left unread and every
layer stays as the player has it; the rest of the message is taken and
they join.