DKR-R v1.0.9 Lobby Stability Playtest 1
Version: 1.0.9-stability-playtest.1

Use these matching Windows x64 and Linux x86_64 AppImage packages on every
machine in a test lobby. Keep the stable release in its own folder. Extract
the complete Windows ZIP into a fresh folder; launch its public DKR-R.exe.
On Linux make the AppImage executable and launch it normally.

WHAT CHANGED
- Up to eight provisional mod-preparation requests can wait safely, with
  three simultaneous bulk downloads. Extra requests receive queue status.
- Verified cached profiles are revalidated and reused on rejoin. Optional
  offline copies are saved after admission instead of delaying entry.
- Damaged private download and per-mod preparation caches can be quarantined
  and rebuilt individually. Completed valid downloads and offline mods stay.
- Missing transfer progress receives five bounded repairs with backoff.
  Queue heartbeats do not count as downloaded bytes or verified readiness.
- The existing Session mods dialog shows the exact stage and elapsed time,
  transferred/reused bytes, Retry Join and Copy Join Diagnostics on failure.
- Host rejection details reach the joining player. Local logs correlate the
  attempt, manifest, payload and bootstrap match, including SP/DP task data.
- Bootstrap audio uses the normal SP worker while output stays muted. This
  avoids a same-thread wait for the guest scheduler's own acknowledgement.
- The confirmed Track Select silent-preview repair and all existing online,
  directory, spectator and scoreboard fixes are retained.

This is a test build, not a newly signed automatic update. Website/API and
FTP hosting do not need deploying for these changes. No launcher redesign
is included.

TEST IN THIS ORDER
1. Both machines: verify the version above; note OS and ROM revision. Try the
   same three code mods from the reported log, with tracks/characters off.
2. Repeat with the full host track/character collection enabled. Test first
   download, warm-cache rejoin, missing mods, and installed disabled mods.
3. Cancel during download/preparation and retry. Confirm verified files are
   reused, offline enable/order choices and saves have not changed.
4. Try concurrent joins in a spectator-capable lobby. Beyond three active
   downloads, guests should wait visibly and advance as slots are released.
5. Test a Windows host/Linux guest and Linux host/Windows guest. Include a
   spectator join, consent rejection, host leave and return to the lobby.
6. Complete 20 join -> start -> race -> return cycles. Include custom tracks,
   music previews, track changes and rematches without restarting launchers.

If it fails, use Copy Join Diagnostics and export runtime logs from BOTH
machines for that same attempt. Include the affected full mod selection and
rough start time. The supplied reduced log did not contain the full-mod join
failure. This build fixes a concrete bootstrap audio deadlock path. The old
log omitted task type, so paired new logs are needed if any startup stall
remains. Task acknowledgements are never fabricated.

Native builds, host-only policy and synthetic transfer/cache fault checks
are recorded in VALIDATION.txt. Multiplayer/gameplay acceptance must still
be performed on real machines. There are no game Paks or user saves here.
