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RequestRematch asks to play the same room again; RematchState tells each player where both answers stand, rendered per recipient so neither client has to work out which acceptance is whose. There is no decline message. Leaving is the decline, and the server already learns about that from the socket closing, so one message and one timeout cover every way a rematch does not happen. Both tags are new, nothing existing moved, and a phase-6 client that has never heard of rematch_state ignores it rather than failing to decode.