three more confirmed divergences, all in the sim math. collision: the client normalises the averaged shove to a fixed 150 (updateMovementTowards), not to a fraction of the unit's speed. we had capped it at speed/2 - a value i introduced to stop crowds shoving troops off the map; 150 does the same job and is what the client hashes. movement: the client steps min(speed, 250) toward the waypoint each tick. we used raw speed with no per-tick cap, so any unit faster than 250 or buffed drifted ahead of the client. the 250 cap is in now; the buff multiplier is a no-op until a buff system exists. mana: past the match length the client flips to overtime - getSecondsLeft adds the overtime length and getRegenRate switches to MANA_REGEN_MS _OVERTIME. we never set is_on_overtime and had no overtime branch, so mana regen diverged for the whole of overtime. it now flips the flag and selects the overtime rate. harness still green, crowd still cannot shove a troop past the towers. |
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| auth-service | ||
| game-service | ||
| gateway | ||
| logic | ||
| logic-derive | ||
| scroll-server | ||
| service-rpc | ||
| storage | ||
| titan | ||
| titan-derive | ||