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PraetorisClient

Client-side Praetoris tools for Discord linking, creative server bridges, RPC tracing, socket metrics, and RPC probes.

CHANGELOG

0.1.55

  • Fixes the Retaliation Epic Loot magic effect so sword special attacks no longer leave the player's attack speed slowed afterward.
  • Records the Retaliation attack animation when the attack starts, before Valheim consumes the attack trigger.
  • Restores the animator's prior speed when Retaliation ends instead of forcing it to 1.0.

0.1.54

  • Adds ServerSyncProtection.BlockPeerServerSyncConfigSync, enabled by default, to stop Praetoris clients from publishing ServerSync config packets to other clients.
  • Blocks outgoing ServerSync config RPCs generically for methods ending in ConfigSync, covering ServerSync-based mods without targeting a single mod.
  • Preserves server-to-client config sync so dedicated servers can still control client configuration normally.

0.1.53

  • Fixes normal wood chests after ServerChest use so vanilla chests keep their compact CHEST inventory panel instead of inheriting the ServerChest layout.
  • Restores the vanilla wood chest prefab/container shape after registering the custom ServerChest prefab.
  • Clears ServerChest inventory ownership tracking when a vanilla chest inventory is restored.

0.1.52

  • Restores RPC probe and socket metric HTTP uploads after the client-side trace upload cleanup.
  • Sends RPC probe and socket metric rows through the ValheimTracer upload-token path without restoring high-volume RPC/ZDO trace capture.
  • Keeps local trace persistence and quit/menu trace flush work removed from the client.

0.1.51

  • Fixes ServerChest inventory grid cleanup so opening a ServerChest no longer leaves normal chest inventories visually hidden.
  • Restores the shared container grid once after ServerChest compaction instead of doing redundant restore work every frame on normal chests.
  • Keeps ServerChest grid compaction scoped to the currently open ServerChest container without raycasts or container caches.

0.1.50

  • Keeps RPC probe and socket metrics telemetry for network diagnosis.
  • Removes high-volume RPC/ZDO trace capture, local trace persistence, HTTP upload, upload token handling, and quit/menu flush work from the client.
  • Keeps the telemetry config surface focused on RpcProbe and SocketMetrics so production clients do less background tracing work.

0.1.49

  • Fixes Infusion magic effects so mutually exclusive infusion rolls do not stack incorrectly.
  • Fixes PerfectStrike so its damage multiplier uses the magic effect value instead of a hardcoded 200% value.
  • Caps Wind Infusion values for legacy gear.
  • Removes noisy Leslie magic-effect debug logging.

0.1.48

  • Adds ServerChest, a player-registered delivery chest for admin item recovery workflows.
  • Adds serverchest_send, serverchest_send_bulk, serverchest_status, and serverchest_find admin commands, including ValheimRcon command registration when ValheimRcon is installed.
  • Dynamically expands ServerChest delivery slots for multi-stack item sends and removes empty delivery slots after players claim items.
  • Adds ServerChest debug logging and guards client command RPC routing when routed RPC is unavailable.

0.1.47

  • Adds new Epic Loot magic effects from Leslie's magic effects branch.
  • Adds EpicLootAPI integration into the packaged client DLL for the new magic effect registration path.

0.1.46

  • Removes the retired ValheimEvents client telemetry capture and server RPC upload path.
  • Keeps ValheimTracer RPC, ZDO, socket metric, and probe telemetry unchanged.

0.1.45

  • Fixes Creature Owner Ward placement so nearby players, monsters, and inherited guard-stone helper objects do not incorrectly block valid placement.

0.1.44

  • Keeps ValheimTracer HTTP upload tokens durable across game restarts so saved local trace files can upload on a later client launch.
  • Removes the cached token expiration check that could prevent delayed trace uploads after the client had been closed for more than the old token lifetime.
  • Adds targeted RPC trace upload token request logging for diagnosing missing server token responses.

0.1.43

  • Resolves the socket metrics send queue budget from SocketMetrics.SendQueueBudgetBytes, then VBNetTweaks ZDOQueueLimit, then Valheim's vanilla 10240 byte budget.
  • Reports socket skip and headroom metrics against the active send queue budget, including VBNetTweaks servers using a 20480 byte queue limit.

0.1.42

  • Adds the Creature Owner Ward, a buildable player-configurable ward that can assign nearby monster ZDO ownership to a configured connected player.
  • Adds admin console commands for setting, enabling, and inspecting the nearest Creature Owner Ward.
  • Adds configurable CreatureOwnerWard.Radius, update interval, and debug logging settings.
  • Hardens Creature Owner Ward RPC authorization and runs ownership updates only from the server-side ward tick.

0.1.41

  • Separates the four Valheim trace telemetry controls so RPC tracing, ZDO tracing, RPC probes, and socket metrics each use their own feature gate.
  • Keeps RPC probes, socket metrics, ZDO trace rows, runtime metadata, clock sync, and HTTP upload support active when their own gates are enabled, even when high-volume RPC tracing is disabled.
  • Makes RpcTrace.Enabled, ZdoTrace.Enabled, RpcProbe.Enabled, and SocketMetrics.Enabled server-synced so the server can control connected clients.
  • Keeps Measurement.DisableRpcAndZdoTrace as a local client kill switch for trace, probe, socket capture, and upload.

0.1.38

  • Adds Ships.DisableBoatWaterImpactDamage, enabled by default, to prevent boats from losing health to Valheim water-impact damage.
  • Keeps direct boat damage from weapons, enemies, Ashlands ocean damage, upside-down damage, and other non-water impact sources working normally.

0.1.37

  • Adds client socket metric samples to the existing ValheimTracer trace upload stream.
  • Adds active client RPC probe participation for client-to-server-to-client latency measurement.
  • Rotates local trace gzip files during active gameplay so metric and probe rows become uploadable without waiting for shutdown.
  • Fixes HTTP trace upload response handling so uploads complete after reading Content-Length instead of waiting for connection close.

0.1.36

  • Stores pending RPC/ZDO trace files locally as .jsonl.gz instead of raw .jsonl to greatly reduce disk usage.
  • Keeps upload support for existing legacy .jsonl pending files.
  • Streams pending trace files sequentially during HTTP upload instead of repeatedly reopening and skipping through large files.
  • Allows uploaded trace files to be deleted while the reader is still open on Windows, preventing duplicate re-uploads after successful upload.

0.1.35

  • Replaces broad damage text suppression with targeted low-value environment suppression.
  • Suppresses damage text for AoE hits against build pieces and non-player vegetation damage while preserving character combat damage numbers.
  • Adds Network.SuppressEnvironmentDamageText, enabled by default, for the new narrower suppression behavior.

0.1.34

  • Uploads persisted client RPC/ZDO trace files on the next game launch using a cached HTTP upload token instead of relying on upload during application quit.
  • Keeps startup/menu uploads running through server join loading, then defers upload once the player is active in-world.
  • Fixes trace worker completion signaling so a late worker callback does not throw if the waiting flush caller already timed out.

0.1.33

  • Adds a local-only damage text mode that displays vanilla damage numbers on the client that generated them without broadcasting RPC_DamageText to other peers.
  • Adds Network.LocalDamageTextOnly, enabled by default, so vanilla damage text routing can be restored if needed.
  • Defers HTTP RPC/ZDO trace upload while the client is actively in-world so gameplay capture does not perform upload work on the main thread.
  • Moves trace file writing and outbound ZDO package parsing to background workers while still uploading full RPC and ZDO trace data.
  • Adds frame metrics and local measurement toggles for validating trace capture and upload impact.

0.1.31

  • Moves HTTP trace uploads off the main game thread to reduce gameplay stutter during trace delivery.
  • Reduces RPC trace upload batch size after timeouts so clients recover without repeatedly sending oversized uploads.
  • Lowers frame impact from queued trace uploads while keeping local trace files retryable.

0.1.22

  • Adds exponential backoff for failed HTTP RPC trace uploads so a short relay or Nexus outage does not retry every frame.

0.1.21

  • Enables ZDO tracing by default.
  • Sets ZDO revision sampling to capture all revisions by default.
  • Removes the default per-second ZDO trace event cap.

0.1.20

  • Adds client-side ZDO data tracing for ZDOData package send/receive and per-ZDO revision receive/apply/skip events.
  • Adds ZDO tracing filters, sample rate, and per-second caps so production tracing can be scoped without rebuilding the client.
  • Emits ZDO trace rows through the existing ValheimTracer HTTP upload path.

0.1.19

  • Sends HTTP RPC trace uploads as gzip files with Content-Type: application/gzip instead of marking the request with Content-Encoding: gzip.
  • Keeps queued trace files retryable when the relay reports failed to read request body.
  • Fixes large queued client trace batches that were rejected by the HTTP relay before Nexus could ingest them.

0.1.18

  • Adds RPC trace runtime metadata with game version, PraetorisClient version, and loaded plugin catalog.
  • Sends a stable trace runtime ID with each HTTP upload batch so Nexus can link later batches to the same client runtime.
  • Emits observed RPC method names and source metadata to improve method-hash cataloging.

0.1.17

  • Adds client support for creative zone world terrain, vegetation refreshes, and biome terrain source updates.
  • Suppresses creative-zone vegetation drops and skill gain when the server marks the player inside a creative zone.
  • Keeps client-side creative state aligned with the server-side terrain and command systems used by valheimCreative 0.2.34.

0.1.9

  • Includes Steam ID, platform user ID, trace player ID, and player name in RPC trace HTTP upload token requests and trace rows.
  • Keeps trace uploads keyed to a stable player identity for DuckDB latency and player analysis.

0.1.8

  • Stops repeated HTTP RPC trace upload retries when the receiver reports a configuration or authorization failure.
  • Clears stale upload tokens and pauses token requests after receiver rejection while keeping local trace files for later retry.

0.1.7

  • Uploads RPC trace files over the ValheimTracer HTTP relay instead of sending bulk trace data through Valheim routed RPC.
  • Removes the old routed-RPC trace batch fallback; failed HTTP uploads are logged and local trace files are kept for retry.
  • Uses server-issued short-lived upload tokens from ValheimTracer for trace upload authorization.

0.1.6

  • Limits RPC trace upload batches so large pending trace files are split into safe routed RPC payloads during logout.
  • Uses the configured RPC trace max rows per batch when flushing pending trace files.
  • Samples creative biome terrain color from the original world source while applying client-side creative biome overrides.

0.1.5

  • Added client-side RPC trace capture for routed RPC send, receive, and handle events.
  • Stores trace rows locally and uploads batches on logout or menu quit after server acknowledgement.
  • Adds server-synced tracing config so tracing can be disabled without rebuilding the client.

0.1.4

  • Added client-side blocking for server-protected creative commands outside the player's active creative zone.
  • Receives the protected command policy from valheimCreative so command-prefix ownership stays on the server.
  • Removed local PraetorisClient protected-command configuration.

0.1.3

  • Added client-side ValheimEvents combat, death, and minimap exploration telemetry.
  • Added Jotunn-synced configuration for ValheimEvents telemetry toggles.
  • Keeps Discord link, creative inventory, creative biome override, and siege portal client bridge behavior moved out of DiscordTools.