fix: 避免恢复默认被尚未完成的旧调配同步覆盖
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@@ -274,3 +274,17 @@ enemy: picking emitted a unit click with no definition, instead of the tile clic
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engine-canvas regression retains the card/100 HP assertions and also covers another field refresh, live HP loss and
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closing the card when the crate is destroyed. Device metadata supplied by the new entry still wins; changing fields
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does not carry old devices across. Gameplay and allied targeting rules are unchanged.
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### 29.15 Loadout sync preparation after a reset
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`ui/loadoutSync.js` previously captured sanitised entries before awaiting backups, but assigned the request sequence
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after that wait. With a saved non-default skill and potential, the loadout header's restore-all button remains
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available while backups downloads (chess already ready, detail still hidden). A confirmed reset sends empty entries
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and ops; the old preparation can then send the old skill with empty ops, leaving the browser showing zero changes
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and synced while the session and next match use the old skill. Reproduced in production v0.2.4 using normal screen
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controls in headless Chrome with a controlled backups HTTP download delay; no game-state or message injection.
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Edits and welcomes now invalidate waiting preparation before it can send or report missing/failed data. Current
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preparation, debounce/close flush, in-flight request ordering, deduplication and retry/lock semantics are retained.
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`test/ui/loadout-sync-stale.test.js` covers reset, newer nonempty edits, debounce, stale failures, welcome and RATE
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retry, with current missing-data and unrelated-screen-change controls. No gameplay rule or golden result changes.
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