- a card lands one tick after its command fires, since the client hashes after LogicTime::increaseTick, not before - answer RequestSectorState immediately except in the two ticks after a firing tick, where a full update would teleport the client past the command it just queued - the old blanket refusal left every card the player tapped silently deleted while it held - carry both pending commands and queued deploys in the same delivery ledger so the quiet window covers what the player actually paid for - add the regression tests for the birth tick and the deferred answer |
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| .. | ||
| src | ||
| tests | ||
| Cargo.toml | ||