Changelog
0.2.1
- Fixes from the second verification round (11 defects): echo-free result protocol
(no more index collisions on multi-pick sessions), lockstep-anchored deadlines
everywhere, watchdog on hook-driven (curse) picks so a skipped picker can never
hang the lobby, runner flushed at barrier commit, native-apply tracking decides
skip-vs-apply (leaver-safe), curse relay fixed (was dead code), host-promotion
takeover mid-barrier, fail-closed local spawns, instantiation data + callbacks
for generated cards.
- Known limitation: AAL13 'duplicates as corrupted' grants only trigger when the
picker is the host (upstream master-gate).
0.2.0
Complete rebuild after real-lobby feedback on 0.1.0:
- Picks now run through the game's native pick flow locally per client: native
visuals/sounds/animations, native input (controller included).
- Entitlement comes from intercepting the game mode's own pick requests: losers-only
after rounds, everyone at game start, extra picks (Pick_N_Cards /
PickPhaseImprovements / devil & curse cards) honored via the real engine.
- Host-authoritative result application with lockstep phase tokens - identical decks
on every client, no timeout drift.
- All waits timeout-bounded + room-membership-checked; continue-after-win and
rematch hard-reset state; room join/leave resets state.
- Locally-run picks are fully network-shielded (spawns, pick RPCs, helper-mod
broadcasts) with locally-registered view IDs so the modded pipeline works
unmodified.
- 23 defects found by adversarial review fixed before release.
0.1.0 (deprecated)
- Initial beta - replaced the pick UI; deprecated for freeze and compatibility bugs.