fix(battlenode): emit real spellboost count in played-card knownList
The node hardcoded knownList.spellboost=0 on every played card. Prod sends the true accumulated count, which the client reads straight into the card's cost model; with 0 the opponent computes the card at full price and silently rejects the play in OperateReceiveChecker.IsPlayCard (PP-over -> ConductError -> NullOperationCollection -> no render/echo), desyncing the board. Mine spellboost-count changes from the sender''s orderList alter ops (MineAlterSpellboosts: a/s/h ops), accumulate per-side idx->count in BattleSessionState (RecordSpellboostFrom), and surface the current count on the played card via BuildPlayedCard. Recorded from the authoritative PlayActions only (never the Echo) and folded in AFTER the played card is built, since a card''s cost is fixed as it leaves hand and a play that grants spellboost targets the rest of the hand. Also adds a [sio-in-body] full-body inbound log to RealParticipant to capture both clients'' re-simulated responses for PvP RNG verification. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -29,6 +29,8 @@ internal static class WireKeys
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public const string Candidates = "candidates";
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public const string IsChoice = "isChoice";
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public const string BaseIdx = "baseIdx";
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public const string Alter = "alter";
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public const string Spellboost = "spellboost";
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// keyAction.selectCard keys
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public const string SelectCard = "selectCard";
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