scoring: the type-0 arm must RETURN, not break -- it was clobbering scoreAward

Chasing the duplicate rows from 1324c81 (80 real awards + 80 reading
award=0.00).  Not a double delivery -- Entity::Dispatch sends exactly once on a
replicant.  It was the `break` I left in the delegating arm.

After delegating to ScoreInflictedMessageHandler, control fell into
ScoreMessageHandler's post-switch tail, where the LOCAL `award` is still 0:

    message->scoreAward = award;             // clobbered to 0
    BTMatchLog("SCORE", ... award=0.00 ...); // the phantom row
    Player::ScoreMessageHandler(message);    // base: currentScore += 0

Harmless to the total only because the value added happened to be zero -- but
it mutated a message on a shared path and ran a base handler for nothing.  A
later reader of scoreAward, or any side effect gained by that tail, would have
turned it into a real bug with no obvious cause.

ScoreInflictedMessageHandler is self-contained (accumulates, ForceUpdate()s,
logs its own receipt), so the arm returns.

Re-benched cross-node:
  rows on shooter's master  100, ZERO phantom rows (was 80 + 80)
  rows on victim's node     0
  running total             417.85, climbing continuously, no resets
  type-0 Verify rejects     0
  kill path                 intact (kills=1)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
This commit is contained in:
Joe DiPrima
2026-08-07 10:00:24 -05:00
co-authored by Claude Opus 5
parent 1324c81719
commit b2498ca39a
+8 -1
View File
@@ -1019,8 +1019,15 @@ void
// exactly as the binary does; wire deliveries land here and get the same
// handler. One accumulator, on the machine that owns the score.
//
// RETURN, not break. The post-switch tail folds the local `award` into
// message->scoreAward and hands it to the base handler -- and for this
// arm `award` is still 0, so falling through clobbered scoreAward to
// zero, added nothing, and emitted a second SCORE row reading
// "type=0 award=0.00" (the 80 real + 80 zero rows in the bench).
// ScoreInflictedMessageHandler is self-contained: it accumulates,
// ForceUpdate()s and logs its own receipt.
ScoreInflictedMessageHandler(message);
break;
return;
case BTPlayer::ScoreMessage::DamageReceivedScore: // 1
{