scroll.server/crates
WiseDev e984aa7d15 verify the snapshot before sending it, and add two bisect switches
the client aborts in Debugger::error("Full update stream is corrupted!"), tail
called out of LogicGameMode::decode, which is why the stack blames
receiveSectorState. only one error path exists there so it is a sentinel.

verify_snapshot reads the snapshot back following the client decoders and
refuses to send anything that does not land both sentinels with no trailing
bytes. it passes today, so the layout matches what i believe the client reads.

checked every reader against the binary: LogicGameMode, LogicBattle,
LogicGameObjectManager, LogicGameObject, LogicCharacter, LogicSummoner, all
three components, LogicClientAvatar, readGlobalID, readDataReference,
readConstantSizeIntArray, readGameObjectReference, decodeComponent, and
setLevelIndex for the component set. all match.

SCROLL_BATTLE_SUMMONER=0 encodes the king towers as plain characters,
SCROLL_BATTLE_PRINCESS=0 drops the princess towers. one client run with each
splits the remaining hypotheses.
2026-08-23 10:50:03 +03:00
..
auth-service stop minting a new account on every login 2026-08-23 08:54:43 +03:00
game-service verify the snapshot before sending it, and add two bisect switches 2026-08-23 10:50:03 +03:00
gateway matchmake against a bot instead of searching forever 2026-08-23 10:28:28 +03:00
logic verify the snapshot before sending it, and add two bisect switches 2026-08-23 10:50:03 +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