matchmaking now queues. the first player in waits, the second one to arrive pairs with them, and both get the same battle: one shared session keyed by both accounts, one snapshot, the client working out which side it is from the account ids it already carries. if nobody turns up within ten seconds the ticker polls the queue out and builds the bot battle instead. cancelling or disconnecting leaves the queue. also fixes the movement component tail: the extracted layout counts "n + 18" vints including the path length itself, so seventeen follow the path, not eighteen. the verifier read one too many and every snapshot carrying a moving unit came apart after it - which is what the guard caught and refused to send, rather than the client aborting on it. |
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| .. | ||
| auth-service | ||
| game-service | ||
| gateway | ||
| logic | ||
| logic-derive | ||
| scroll-server | ||
| service-rpc | ||
| storage | ||
| titan | ||
| titan-derive | ||