Fix desync detection false positive caused by a rollback #86
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This fixes the case where the following happens:
Actually causing this bug to reliably manifest in practice is somewhat tricky; I was able to reliably do it in my game via the following:
The concrete input I am sending in my game is approximately equivalent to "store the client handle in the game state", but when I tried modifying the example game to do similar then it didn't manifest this bug - no idea why. In any case, this patch fixes the issue so I'll leave it at that.
It also changes a < to <= in a seemingly-isolated way; this change is based on the rationale given at
https://github.com/gschup/ggrs/pull/64/files#r1368265924 no longer applying.
cc @johanhelsing since at one point you were also somewhat familiar with this code thanks to #64 - although that was quite a while ago :)
Alternative approaches and why I didn't take them: