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Instead of relying on release events not getting lost, every event now signals the opponent to release its pointer grab. There is one case that requires a Leave event: Consider a Sending client A and receiving Client B. If B enters the dead-zone of client A, it will send an enter event towards A but before A receives the Release event, it may still send additional events towards B that should not cause B to immediately revert to Receiving state again. Therefore B puts itself into AwaitingLeave state until it receives a Leave event coming from A. A responds to the Enter event coming from B with a leave event, to signify that it will no longer send any events and releases it's pointer. To guard against packet loss of the leave events, B sends additional enter events while it is in AwaitingLeave mode until it receives a Leave event at some point. This is still not resilient against possible packet reordering in UDP but in the (rare) case where a leave event arrives before some other event coming from A, the user would simply need to move the pointer into the dead-zone again.