v1.3.0: per-player money & reputation in engine + actions (ISS-110)
CI / build + unit + e2e (pull_request) Successful in 13m20s
CI / build + unit + e2e (pull_request) Successful in 13m20s
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@@ -30,8 +30,10 @@ export async function GET(req: Request) {
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start(controller) {
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// Snapshot FIRST, then subscribe — a broadcast can never land before the initial event, so
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// events are strictly ordered by sim clock. A tick in the gap just means the client waits ≤1 s
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// for the next push instead of seeing an out-of-order frame.
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getStateSnapshot()
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// for the next push instead of seeing an out-of-order frame. v1.3.0 (ISS-110): the connect
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// frame carries THIS session's account row; later pushes come from the shared broadcast
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// (local player) until per-player frames land (#112).
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getStateSnapshot(auth.player.id)
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.then((snapshot) => {
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unsubscribe = subscribe((text) => {
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try {
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