Because only the host/inviter knows the addresses of all the devices
in a game it's hard for guests to rematch (unless it's a 2-device
game, as they know the host's address.) So now, as part of telling
guests the game is ready to play, include the addresses of other
guests. It's usually only 9 bytes per device, and only happens when
more than two devices are in a game.
Remove legacy relay-inspired logic around comms addressing. Now when a
device creates a game it's required to provide its "self address," and
if it's a client, the address of the host (which it presumably got
through the invitation in response to which the game is being
created.) Then as registration messages come in from clients, the host
gathers their addresses as always.
Not at all tested, but now the game's timestamp is kept and passed in to
where it can be used to determine, e.g., which of two Bluetooth device
names to keep for a given opponent.
Got as far as having gtk client display list of previously harvested
known players to be invited. Their addresses, or at least mqtt ids are
saved. Next is to actually invite one.