LogicGameMode::calculateChecksum runs the whole game mode through a ChecksumEncoder - in a battle there is no client home, so it is the same encode as the snapshot with the command manager left out. we compute the same number now and log it beside the one the client sends in every turn message, with whether they agree. that comparison only means something because of what turned up while reading the encoder: the two vints the decoder throws away are not padding. the client writes getCheckSum() into both, once after the server tick and once after the tutorial manager. we were writing zero, which parses fine - the decoder discards them either way - but poisons the running checksum, so the numbers could never have matched. they carry the real running value now. the two will not agree yet. the point is to see how far apart they are and where, since the gap is what stands between this and battle type 0. |
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| Cargo.toml | ||