![]() Looking at that process, there’s an obvious weak point – the shuffling (point 3) happens client-side, and before the WebSocket sync begins. I spent some time tracing call stacks to find this line… only to discover that it’s one of only four lines to actually contain the word “shuffle” and I could have just searched for Pieces), presumably to prevent players from just making a stack and then holding a piece against each edge of it to “fish” for its adjacent partners. Both pieces have to be mostly-visible (not buried under other ![]()
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