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…sion A diagnostic build from a branch reports e.g. v1.8.7-10-1-ga91c0c49 and the v1.8.7-10 server rejects it. With --build_version=v1.8.7-10 the build stamps that version instead of git describe. The protocol is unchanged on this branch, so the client stays compatible. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018fvQxSwpo46aX4h3sn2BYB
…ealth A party member only took an enemy hit when their own replayed copy of the enemy happened to connect: in a test 4 of 10 real hits landed. The client that owns the NPC now sends the raw hit to the player's client, which runs it through the game's damage with its own difficulty, and players ignore hits from replayed NPC copies. Health regen and heals were never synced, so copies of other players only ever lost health (88 HP off after a minute). Copies now take the owner's health from the actor value sync instead of summing deltas. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018fvQxSwpo46aX4h3sn2BYB
…alth faster PvP hits only landed when the victim's replayed copy of the attacker happened to connect, so friendly fire went through one way and not the other. The attacker's client now sends the hit like an NPC owner does, and the victim applies it with its own difficulty, the same multiplier as an enemy hit. Other clients now take a player's health only from the owner, so the local player's health is sent every 250 ms when it changes instead of once a second, for everyone nearby whether in a party or not. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018fvQxSwpo46aX4h3sn2BYB
The server added health deltas with the wrong sign, so a damaged actor's stored health went up until the owner's next actor value sync. Players who walk in later spawn actors with that stored health. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018fvQxSwpo46aX4h3sn2BYB
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Requested by Eric · project thread
Based on
v1.8.7-10(same commit asAPI-playtest). No protocol changes; one small server fix.Why
Damage logs from the diagnostic build (#39) showed:
What
HookDamageActor: when the local player or an NPC owned here hits a remote player, send the raw hit for that player. The local player ignores hits from any remote attacker's copy. The PvP-off rule (players and their summons) is applied on the sending side.OnHealthChangeBroadcast: a delta for the local player is applied through the game's ownDamageActor(Actor::ApplyHitFromOwner), so the player's difficulty (3x on Legendary for PvP too), bleedout and death work as for a local hit. Deltas for remote players are ignored.OnActorValueChanges: remote players take their owner's health from the actor value sync; the local player's health is now sent every 250 ms when it changes (RunPlayerHealthUpdates), independent of party.OnHealthChangeBroadcastsubtracted damage with the wrong sign from the stored health used for later spawns.build_versionxmake option from Log damage and health sync events to find doubled or missing party damage #39.Verified / assumed
DamageActorwith no attacker applies the player difficulty multiplier and handles death (the diagnostic logs showed the game applies the multiplier inside it).🤖 Generated with Claude Code
https://claude.ai/code/session_018fvQxSwpo46aX4h3sn2BYB