13f902ce5897cae641d82138f6e930fe55e7a89f
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>
Description
The SV Simulator server code, including the DCG Engine, SVSim content, and an entrypoint for the official game client.
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