scroll.server/crates/logic
WiseDev 498f2cb62d switch the battle to type 0 and drive it from the server
type 0 turns out not to need a UDP transport. MessageManager::sendUdpMessage
checks for a socket and a valid connection, and falls straight back to
sendMessage when there is neither - we never send UdpConnectionInfoMessage,
so the client has no socket and the sector traffic arrives on the tcp
connection we already have.

so SectorCommandMessage, 12904, is decoded now: a client tick, a client
checksum and an optional command. a card played this way goes through the
same summon path as before. the client stops sending EndClientTurnMessage
in a battle - sendEndTurn asserts on isImmediateMessageExecution - so the
checksum comparison moves onto the sector command, which carries the same
two numbers.

with the type at 0 the client no longer simulates. it renders what the
snapshot says, which is why the snapshots start flowing again: the gate
on them was the battle type all along. the bot's cards reach the player
for the first time, because there is finally one simulation rather than
two arguing.
2026-08-23 13:51:01 +03:00
..
src switch the battle to type 0 and drive it from the server 2026-08-23 13:51:01 +03:00
Cargo.toml move players and accounts into postgres 2026-08-23 08:40:13 +03:00