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Remove clientID, persistentID, gameID from ClientBaseMessageSchema, TurnSchema (#666)
## Description: Remove the devils `clientID`, `persistentID`, and `gameID` from `ClientBaseMessageSchema`, as well as `gameID` from `TurnSchema`. These values are already known through the `Client` object that is hoisted into the relevant handler. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors --------- Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
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co-authored by
Scott Anderson
parent
a62bbbc6b1
commit
cb9b5a7a17
@@ -275,7 +275,6 @@ export class ClientGameRunner {
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while (turn.turnNumber - 1 > this.turnsSeen) {
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this.worker.sendTurn({
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turnNumber: this.turnsSeen,
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gameID: turn.gameID,
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intents: [],
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});
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this.turnsSeen++;
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@@ -127,7 +127,6 @@ export class LocalServer {
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}
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const pastTurn: Turn = {
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turnNumber: this.turns.length,
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gameID: this.lobbyConfig.gameStartInfo.gameID,
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intents: this.intents,
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};
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this.turns.push(pastTurn);
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