0.2.3: prepare follow-up fixes and client features (#407, #408, #410, #413, #431, #435, #436, #440, #444)
Add special-target activation without bypassing attack cadence, cooperative card preferences and emotes, skill sound banks, per-operator voice choices, text sizing, install prompts, closed-tab recovery and unanimous setup rerolls. Retain late deployment elapsed time and resolve echo/counter pulses without recursive hook overflow. Independent final review remains pending. Golden: roster-016, roster-035, roster-036, roster-045; boss-boss_1-pair, boss-boss_3-pair, boss-boss_5-pair, boss-boss_7-pair, hidden-boss_9-pair; solo-HARD-9-boosted: Lemuen attack cadence. diy-132: Necras extra activation targets. coop2-NORMAL-14-standins: cooperative purchase preference and simulation fixes. hidden-boss_10-solo: echo pulse FIFO resolution. See DESIGN 28.13-28.24 for assumptions, sources and contributor credit.
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@@ -136,6 +136,7 @@ function maybeFinishRestore() {
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* follow the store themselves).
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*/
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function backToLobby() {
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identity.rememberMatch(null);
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clearTimeout(restoreTimer);
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const s = store.get();
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if (s.room || s.match.public) closeAllDialogs();
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@@ -145,6 +146,7 @@ function backToLobby() {
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function onWelcome(msg) {
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identity.saveToken(msg.token);
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identity.rememberMatch(null);
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const prev = store.get();
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const prevId = prev.me.playerId;
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const name = typeof msg.name === 'string' && msg.name ? msg.name : prev.me.name;
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@@ -188,6 +190,8 @@ function onRoomState(msg) {
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// A (new) match starts: forget the previous match's state so stale results never show.
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if (room.inMatch && !(prevRoom && prevRoom.inMatch && prevRoom.code === room.code)) store.set({ match: emptyMatch() });
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store.set({ room });
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identity.rememberMatch(room.inMatch && seats.some((seat) => seat?.playerId === myId)
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? { name: store.get().me.name, code: room.code || '' } : null);
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if (room.mode === 'coop' && typeof room.code === 'string') rememberRoom(room.code);
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maybeFinishRestore();
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}
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