SimulPicks
Everyone picks at the same time, using the game's REAL pick flow: native animations/sounds, extra-pick and devil cards honored, losers-only respected, freeze-proof timeout barriers.
By RedRedRain
CHANGELOG
Changelog
0.2.1
- Fixes from the second verification round (11 defects): echo-free result protocol (no more index collisions on multi-pick sessions), lockstep-anchored deadlines everywhere, watchdog on hook-driven (curse) picks so a skipped picker can never hang the lobby, runner flushed at barrier commit, native-apply tracking decides skip-vs-apply (leaver-safe), curse relay fixed (was dead code), host-promotion takeover mid-barrier, fail-closed local spawns, instantiation data + callbacks for generated cards.
- Known limitation: AAL13 'duplicates as corrupted' grants only trigger when the picker is the host (upstream master-gate).
0.2.0
Complete rebuild after real-lobby feedback on 0.1.0:
- Picks now run through the game's native pick flow locally per client: native visuals/sounds/animations, native input (controller included).
- Entitlement comes from intercepting the game mode's own pick requests: losers-only after rounds, everyone at game start, extra picks (Pick_N_Cards / PickPhaseImprovements / devil & curse cards) honored via the real engine.
- Host-authoritative result application with lockstep phase tokens - identical decks on every client, no timeout drift.
- All waits timeout-bounded + room-membership-checked; continue-after-win and rematch hard-reset state; room join/leave resets state.
- Locally-run picks are fully network-shielded (spawns, pick RPCs, helper-mod broadcasts) with locally-registered view IDs so the modded pipeline works unmodified.
- 23 defects found by adversarial review fixed before release.
0.1.0 (deprecated)
- Initial beta - replaced the pick UI; deprecated for freeze and compatibility bugs.