feedback5 WG: 补位 on the server — room.ownership { notOwned } (lenient check, stored per session / seat, a match takes the list its seat had at the start), PlayerState.standIns: the player's not-owned NORMAL chess fight as their stand-ins (battleInput standIn: true in every field, the stand-in's position / range, no summons), m.private.standIns, stand-in art in prep scouting
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@@ -60,10 +60,11 @@ export const NET_DEFAULTS = Object.freeze({
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/**
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* Intents that also draw from the per-connection heavy bucket: g.watch (its reply is a large state resend, m.field),
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* room.loadout (a ≤ 160-entry map validated against the game data; the client debounces its edits) and room.spectate
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* room.loadout (a ≤ 160-entry map validated against the game data; the client debounces its edits), room.ownership
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* (a ≤ 160-id list, the same way) and room.spectate
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* (taking a spectator seat in a running match resends its state like a watcher's g.watch — server/lobby.js spectate).
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*/
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export const HEAVY_TYPES = new Set(['g.watch', 'room.loadout', 'room.spectate']);
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export const HEAVY_TYPES = new Set(['g.watch', 'room.loadout', 'room.ownership', 'room.spectate']);
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/** Close codes (see header). */
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export const CLOSE = Object.freeze({ REPLACED: 4001, HELLO_TIMEOUT: 4002, POLICY: 1008, SHUTDOWN: 1001 });
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@@ -106,6 +107,8 @@ export class Session {
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this.resyncAt = -Infinity;
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/** @type {Record<string, { skill: number, module: string|null }> | null} checked operator loadout (lobby-owned, DESIGN §16) */
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this.loadout = null;
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/** @type {readonly string[] | null} checked not-owned chess ids (干员持有, lobby-owned, 0.2.0 补位) */
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this.notOwned = null;
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/** @type {string} client address of the latest connection (logging) */
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this.addr = '?';
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/** @type {string | null} per-network limit key of the latest connection (null = not limited), see clientAddress */
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