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The SP camera still intermittently pinned the whole level to the top-left at game start: the per-frame _applyCamera read renderer.focusPoint as null (a start-of-game race, or a tick reading a just-(re)created renderer instance before its first render) and fell back to a scale-only transform. Add a fallback: when focusPoint is absent, derive it from SP._lastState.player (tiled coords, cell=24) so the camera always has a target and centers the player. Also read host dims via clientW/H||offsetW/H for resilience.