the client crashed in LogicBattle::resetSimulatedManaTimers again, and
this time it was ours: remove_dead was dropping a king tower once it
fell, while battle.leaders still pointed at it. that function reads both
leaders straight out of the battle and calls a virtual on each without a
null check, so the next state to arrive killed the client.
the client's own rule is one line:
LogicCharacter::shouldDestruct() { if (this[209]) return 0; ... }
isLeader, never destructs. remove_dead now keeps them the same way, and
the harness watches every tick of a full match for a leader that has
gone missing - it caught this one at tick 693.
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| .. | ||
| src | ||
| Cargo.toml | ||