scroll.server/crates
WiseDev bc04651a73 write the compression flag byte in SectorStateMessage
SectorManager::receiveSectorState reads one byte off the front of the
message body and branches on it: 1 goes to receiveCompressedSectorState,
anything else falls through to the plain decode. we never wrote that
byte, so the client ate the first byte of the snapshot as the flag and
then read every field one byte early - server tick 0, discard 11, and
the section sentinel landed on the LogicTime tick instead of 11.

drop the two bisect switches, they served their purpose: both settings
aborted identically, which is what ruled out the object payload.
2026-08-23 11:09:27 +03:00
..
auth-service stop minting a new account on every login 2026-08-23 08:54:43 +03:00
game-service write the compression flag byte in SectorStateMessage 2026-08-23 11:09:27 +03:00
gateway matchmake against a bot instead of searching forever 2026-08-23 10:28:28 +03:00
logic write the compression flag byte in SectorStateMessage 2026-08-23 11:09:27 +03:00
logic-derive move all crates into crates/, glob members 2026-08-23 08:15:45 +03:00
scroll-server supervised mode: run the services as child processes 2026-08-23 09:46:59 +03:00
service-rpc matchmake against a bot instead of searching forever 2026-08-23 10:28:28 +03:00
storage fix chest shop prices and gate the free chest 2026-08-23 09:02:49 +03:00
titan build and send the battle sector state 2026-08-23 10:24:20 +03:00
titan-derive build and send the battle sector state 2026-08-23 10:24:20 +03:00