the client sends EndClientTurnMessage during the battle too, but its
tick and checksum belong to the battle, not to the home. we kept
comparing them against the home checksum and answered with
OutOfSyncMessage, which is the "Client and server are out of sync!"
dialog on tick 60.
HomeMode carries the stopped flag now and returns an empty turn result
while it is set, and sector_state_for raises it, so both the mission and
the matchmaking entry points are covered.
537 only tells the client's ui to start searching, the handshake after it was
missing: server sends 24106 StopHomeLogic, client answers 14105, server sends
21903. that last step now builds the same snapshot the npc mission does, using
npcs row 0 as the opponent.
battle type stays 1 so it runs on the client's offline path. a real pvp battle
is type 0 and needs the udp sector channel, which does not exist here.
14107 CancelMatchmake now answers 24125 instead of being ignored.
RandomSpells / DifferentSpells / RareChance / EpicChance / MinGold / MaxGold all
come off the chest row now, gold is scaled by the player's arena. magic chest is
30 cards over 8 cards with 1 epic and 6 rares, like the client says it is.
arena chest rows inherit everything through BaseChest, so Free_Arena1 reads Free.
rounding is banded and the 5s band biases +3, so 22 goes to 25 not 20. numbers match the csv for arena 1 and 2.
free chest end timestamp needs migration 0002.
if the client presents an id we don't know, create it under that id and bump the sequence past it.
also chest offers match through BaseChest, so one silver row covers every arena.
json stores are gone, they nulled out every data ref on load and wrote the null straight back on save.
shop json and the purchase commands ended up in here too.