DKR-R 1.0.5 Beta 15 Playtest 14 - online mod admission rebuild

HISTORICAL BUILD RECORD
The original findings and limits below belong to the named earlier build.
For current instructions, use docs/README.md and CHANGELOG.md in the
source repository. These old results do not qualify later packages.


Install the entire archive into a NEW folder. Do not update only DKR-R.exe:
libexec/dkr-r/DKR-R-ModWorker.exe is a required part of the Windows release.
All racers must use this rebuild; it adds mod-admission progress messages.
Linux users should replace the AppImage as a whole.

Client downloads
- Download & Join offers "Keep in Mods/Hacks for offline play" (on by default).
- Only completely verified, reconstructed mods are copied into the local library.
- Newly kept mods are OFF. Enable them in My Mods for offline use after leaving
  the lobby. Existing copies retain their previous activation/visibility.
- Identical content is reused. Conflicting existing content is never overwritten.
- Saving an offline copy is optional: a disk/catalogue error reports a warning
  but does not prevent admission using the verified session cache.
- Offline ROMs and saves are not copied, replaced, activated or removed.

Admission diagnostics
- The packaged worker is checked before downloading, and before reconstruction.
- A stale/missing worker produces an explicit full-package installation message
  instead of failing at "Mod 1" with "Unsupported legacy worker operation".
- Both packaging scripts check the staged worker's online preparation capability.

Host visibility
- Each approved joining racer has their own acknowledged download byte progress.
- The host also sees consent, reconstruction, verification and offline-copy stages.
- 100% downloaded is not "ready": admission still requires validated runtime
  resources and the existing mod/save/session gates.
- Progress is rate-limited display telemetry. It never admits a racer and cannot
  change the host's selected mods, the gameplay backend or simulation timing.

Qualification uses isolated, headless checks. Real remote Quick Join play and
visual presentation remain for the playtesting team; no game windows are opened.

Modded game-start correction (2026-10-06)
- Host and client logs showed successful save/checkpoint admission, followed by
  "owned-mod-service-failure" when the INTRO loaded the level-header table.
- That table is legitimately reloaded after the display heaps already exist.
  The adapter now accepts the reload only when all four display-list budgets
  match their frozen boot contract. It never resizes an existing allocation.
- Missing/mismatched budgets and unsafe late growth remain rejected.
- Rollback failures now include the underlying native mod/asset error in the
  runtime log, rather than reporting only the generic service-failure label.
- This does not alter mod downloads, offline retention, save isolation, lobby
  admission, rollback prediction settings or the stable online backends.
