A real map_restart sends SV_SendClientGameState to all clients,
which triggers CL_ParseGamestate → CL_ClearState on the client,
wiping all snapshot and entity history. Previously we only forced
non-delta snapshots which doesn't clear cgame's entity state.
Now we call SV_SendClientGameState for all active clients on the
restart frame, exactly matching real server behavior.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>