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>
This commit is contained in:
Scott Anderson
2025-05-07 11:11:18 -07:00
committed by GitHub
co-authored by Scott Anderson
parent a62bbbc6b1
commit cb9b5a7a17
4 changed files with 10 additions and 37 deletions
-1
View File
@@ -275,7 +275,6 @@ export class ClientGameRunner {
while (turn.turnNumber - 1 > this.turnsSeen) {
this.worker.sendTurn({
turnNumber: this.turnsSeen,
gameID: turn.gameID,
intents: [],
});
this.turnsSeen++;
-1
View File
@@ -127,7 +127,6 @@ export class LocalServer {
}
const pastTurn: Turn = {
turnNumber: this.turns.length,
gameID: this.lobbyConfig.gameStartInfo.gameID,
intents: this.intents,
};
this.turns.push(pastTurn);