Score replication: peers' scores now reach every pod (rank fix)

Field report (playtest night, voice channel): everyone's HUD showed
them in 1st place.  Root cause: the engine's score-replication
machinery was complete -- Player::WriteUpdateRecord ships currentScore,
the replicant ReadUpdateRecord applies it, CalcRanking sums every
scoring player -- but nothing marked the player's update record dirty
on a score change (the engine only ForceUpdates at mission end for the
fade sync).  Every peer's replicant player therefore stayed at score 0
and each machine ranked its own (only-nonzero) player first.

Fix: ForceUpdate() after every score application in the BTPlayer
handlers (main, inflicted, and the severed-vehicle branch) -- the
existing update-record path does the rest.

Verified 2-node (force-damage kill scoring): the victim's machine ranks
the killer's REPLICANT at its replicated score (24) above its own
master (0); standings consistent on both nodes.  BT_RANK_LOG=1 kept as
the 1 Hz per-player ranking dump.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-23 09:39:19 -05:00
co-authored by Claude Opus 4.8
parent c8cba8c764
commit 12a1fea823
3 changed files with 44 additions and 0 deletions
+10
View File
@@ -528,6 +528,7 @@ void
//
currentScore +=
(MECH_TONNAGE(target_mech) / MECH_TONNAGE(our_mech)) * award; // (+0x4bc / +0x4bc), this+0x278
ForceUpdate(); // replicate the score (rank fix)
// MP MATCH FORENSICS (matchlog.hpp): inflicted-damage score (type=0),
// logged with the post-accumulate total.
@@ -741,9 +742,18 @@ void
if (playerVehicle == 0)
{
currentScore += message->scoreAward; // the base's award apply
ForceUpdate(); // replicate the score (rank fix)
return;
}
Player::ScoreMessageHandler(message); // FUN_0042da20
// SCORE REPLICATION (2026-07-23, the "everyone sees themselves 1st"
// field report): Player::WriteUpdateRecord SHIPS currentScore and the
// replicant's ReadUpdateRecord APPLIES it -- but nothing ever marked the
// player's record dirty on a score change (the engine only ForceUpdates
// at mission end), so every peer's replicant player stayed at 0 and
// CalcRanking put the local player first on every machine.
ForceUpdate();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~