Commit Graph

6 Commits

Author SHA1 Message Date
gamer147
8c79725869 fix(loader): narrow IdentityWipe to UDID/VIEWER_ID/SHORT_UDID only
Calling PlayerPrefs.DeleteAll() in IdentityWipe.Execute wiped more
than the three account-keyed entries: it also took out RES_VER (the
Akamai manifest version path), the asset layer's cache-index metadata
in PlayerPrefs, language/sound prefs, and anything else CodeStage
ObscuredPrefs had stashed.

Two observable symptoms on every nuked launch against either a local
or a prod server:

- The client lost track of which asset bundles it had on disk, so
  ResourceDownloader.CheckAndStartNeedDownload prompted "Do you want
  to download the tutorial data? (15.8 MB)" even when the bundles
  were already cached.
- After saying yes, the follow-up
  ShowTutorialBgDownloadDialog prompted "Download data in background?
  (497.1 MB)" for the same reason against the post-tutorial assets.

Narrow IdentityWipe to call ObscuredPrefs.DeleteKey on exactly
"UDID", "VIEWER_ID", and "SHORT_UDID" — the three keys
Cute/Certification.InitializeFileds would clear in the game itself.
Everything else in PlayerPrefs survives, the cache index stays in
sync with the on-disk bundles, and a nuked relaunch behaves like a
Steam-account switch (fresh signup, intact downloads).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 18:04:44 -04:00
gamer147
8f2ddeab96 Additional functionality 2026-05-28 11:21:37 -04:00
gamer147
b1206c874d loader: patch GetDeckBuilderServerURL to point at the app server
Redirects shadowverse-portal.com deck-builder calls to SvSimConfig.ApplicationUrl
so the GenerateDeckCodeTask / GetDeckDataFromCodeTask URLs land on the emulator's
DeckBuilderController routes (/deck_code, /deck). Both client call sites already
pass encrypt:false to NetworkManager.Connect, so no additional encryption-side
patch is needed.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 09:11:33 -04:00
gamer147
76b7e59489 loader: emit traffic body as nested JSON, not escaped string
Body field in traffic.ndjson / battle-traffic.ndjson is now a real nested
JSON object instead of an escaped JSON string. Parse-on-write is wrapped in
ParseBodyOrKeep with a string-fallback so a future non-JSON caller doesn't
crash the line write.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-26 17:42:55 -04:00
gamer147
34a17a2b6b Cleanup, addition of new captures, readme 2026-05-25 21:52:20 -04:00
gamer147
f22cc19bfc Initial commit 2024-09-08 10:32:52 -04:00