From 56dbdd9f9f3ac8f784b7121aeb6fc8c2370ceac8 Mon Sep 17 00:00:00 2001 From: RebeccaNod1 Date: Thu, 14 Aug 2025 00:35:02 -0500 Subject: [PATCH] ## [2.8.1] - 2025-08-14 --- CHANGELOG.md | 54 ++++++++++ CHANGELOG_Notecard.txt | 208 ++++++++++++++++++++++++++++++++++++ Floater_Manager.lsl | 22 ++-- Main_Controller_Linkset.lsl | 9 ++ README.md | 40 ++++++- README_Notecard.txt | 89 ++++++++++++++- 6 files changed, 404 insertions(+), 18 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 9f1a153..4804d84 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,60 @@ All notable changes to Peril Dice will be documented in this file. +## [2.8.1] - 2025-08-14 + +### 🎯 **Peril Status Display Fixes** +- **Fixed Floater Status Updates**: Resolved issue where peril status on floating displays showed "waiting for game to start" during active gameplay + - Enhanced peril status logic in Floater Manager to properly handle active game states + - Added clear "YOU ARE IN PERIL!" messaging for the current peril player + - Improved status display to show "Peril Player: [Name]" for all other players + - Fixed condition checking for peril player status determination +- **Real-Time Status Synchronization**: Enhanced sync message handling for consistent peril status across all displays + - Added debug logging to track peril player status changes in Floater Manager + - Improved floater update triggers during game state changes + - Enhanced sync message processing to immediately update all floaters when peril status changes + - Fixed "NONE" placeholder handling in peril player sync messages + +### 💖 **Elimination Heart Display Fixes** +- **0 Hearts Before Elimination**: Fixed elimination sequence to properly show 0 hearts before player removal + - Modified Main Controller elimination logic to set player lives to 0 first + - Added 1-second display delay to make 0 hearts visible on both scoreboard and floaters + - Enhanced elimination flow with proper timing between heart display and player cleanup + - Fixed race condition where players were removed before 0 hearts could be displayed +- **Visual Elimination Sequence**: Improved elimination experience for better player feedback + - Players now see their elimination status with 0 hearts before floater disappears + - Scoreboard and floaters show elimination hearts consistently + - Better coordination between heart updates and player removal + - Enhanced user experience during elimination events + +### 🐛 **Bug Fixes and Improvements** +- **Sync Message Debugging**: Added comprehensive debug logging for peril player status tracking + - Debug messages show peril player changes from old to new values + - Enhanced visibility into sync message processing + - Better troubleshooting capabilities for peril status issues +- **Floater Update Reliability**: Improved floater update system for more consistent status display + - Enhanced floater update triggers during game state changes + - Better handling of peril status changes during rounds + - Improved sync message reliability for real-time status updates +- **Elimination Timing Fixes**: Resolved timing issues in elimination sequence + - Fixed race condition where elimination cleanup occurred before status display + - Added proper delays to ensure visual feedback before player removal + - Enhanced coordination between Main Controller and display systems + +### 🛠️ **Technical Improvements** +- **Enhanced Floater Manager Logic**: Improved peril status determination and display + - Better condition checking for active game states vs. waiting states + - Enhanced handling of "NONE" and empty peril player values + - Improved sync message processing for consistent status updates +- **Main Controller Elimination Enhancements**: Better elimination sequence coordination + - Added explicit 0 hearts setting before player removal + - Improved helper update timing during elimination + - Enhanced coordination between elimination logic and display updates +- **Debug Logging Additions**: Added targeted debug messages for key status changes + - Peril player change tracking in Floater Manager + - Elimination sequence logging in Main Controller + - Better visibility into sync message processing + ## [2.8.0] - 2025-08-12 ### 🔒 **Game Lockout Security System** diff --git a/CHANGELOG_Notecard.txt b/CHANGELOG_Notecard.txt index 8b01c8d..c6967e6 100644 --- a/CHANGELOG_Notecard.txt +++ b/CHANGELOG_Notecard.txt @@ -3,6 +3,166 @@ PERIL DICE CHANGELOG All notable changes to Peril Dice are documented in this file. +[2.8.1] - 2025-08-14 +==================== + +🎯 PERIL STATUS DISPLAY FIXES +- Fixed Floater Status Updates: Resolved issue where peril status on floating displays showed "waiting for game to start" during active gameplay + * Enhanced peril status logic in Floater Manager to properly handle active game states + * Added clear "YOU ARE IN PERIL!" messaging for the current peril player + * Improved status display to show "Peril Player: [Name]" for all other players + * Fixed condition checking for peril player status determination +- Real-Time Status Synchronization: Enhanced sync message handling for consistent peril status across all displays + * Added debug logging to track peril player status changes in Floater Manager + * Improved floater update triggers during game state changes + * Enhanced sync message processing to immediately update all floaters when peril status changes + * Fixed "NONE" placeholder handling in peril player sync messages + +💖 ELIMINATION HEART DISPLAY FIXES +- 0 Hearts Before Elimination: Fixed elimination sequence to properly show 0 hearts before player removal + * Modified Main Controller elimination logic to set player lives to 0 first + * Added 1-second display delay to make 0 hearts visible on both scoreboard and floaters + * Enhanced elimination flow with proper timing between heart display and player cleanup + * Fixed race condition where players were removed before 0 hearts could be displayed +- Visual Elimination Sequence: Improved elimination experience for better player feedback + * Players now see their elimination status with 0 hearts before floater disappears + * Scoreboard and floaters show elimination hearts consistently + * Better coordination between heart updates and player removal + * Enhanced user experience during elimination events + +🐛 BUG FIXES AND IMPROVEMENTS +- Sync Message Debugging: Added comprehensive debug logging for peril player status tracking + * Debug messages show peril player changes from old to new values + * Enhanced visibility into sync message processing + * Better troubleshooting capabilities for peril status issues +- Floater Update Reliability: Improved floater update system for more consistent status display + * Enhanced floater update triggers during game state changes + * Better handling of peril status changes during rounds + * Improved sync message reliability for real-time status updates +- Elimination Timing Fixes: Resolved timing issues in elimination sequence + * Fixed race condition where elimination cleanup occurred before status display + * Added proper delays to ensure visual feedback before player removal + * Enhanced coordination between Main Controller and display systems + +🛠️ TECHNICAL IMPROVEMENTS +- Enhanced Floater Manager Logic: Improved peril status determination and display + * Better condition checking for active game states vs. waiting states + * Enhanced handling of "NONE" and empty peril player values + * Improved sync message processing for consistent status updates +- Main Controller Elimination Enhancements: Better elimination sequence coordination + * Added explicit 0 hearts setting before player removal + * Improved helper update timing during elimination + * Enhanced coordination between elimination logic and display updates +- Debug Logging Additions: Added targeted debug messages for key status changes + * Peril player change tracking in Floater Manager + * Elimination sequence logging in Main Controller + * Better visibility into sync message processing + +[2.8.0] - 2025-08-12 +==================== + +🔐 GAME LOCKOUT SECURITY SYSTEM +- Owner-Only Access Control: Implemented comprehensive lockout system allowing game owners to restrict all game functionality to owner only + * Complete dialog prevention for non-owners when game is locked + * Visual feedback through floating text showing "🔒 GAME LOCKED" status + * Clear error messaging to non-owners attempting access during lockout + * Lock status persists during gameplay and between sessions +- Dynamic Admin Controls: Added lock/unlock toggle buttons in categorized owner menu + * Lock Game: Restricts access to owner only + * Unlock Game: Restores normal player access + * Visual indicators in admin menu show current lock state +- System Integration: Lockout state synchronized between Main Controller and Dialog Handler + * Lock/unlock commands sent via link messages (9001/9002) + * Floating text updates automatically based on lock state + * Complete access restriction including dialog generation prevention + +🔄 AUTOMATIC RESET ON STARTUP SYSTEM +- Clean State Guarantee: Game automatically resets when critical scripts are updated or rezzed + * Main Controller triggers reset on state_entry() for consistent startup state + * Game Manager requests reset on startup to handle core game logic updates + * All game state cleared while preserving historical leaderboard data +- Smart Reset Logic: Automatic reset preserves leaderboard while clearing temporary game state + * Players, lives, picks, ready states cleared on startup + * Win/loss records maintained in leaderboard system + * Scoreboard cleared but leaderboard rankings preserved +- Script Update Protection: Enhanced reliability when game logic is modified + * Prevents stale game states from carrying over after script updates + * Ensures consistent experience for players after system updates + * Eliminates need for manual resets after deployments + +👥 ENHANCED PLAYER MANAGEMENT SYSTEM +- Kick Player Functionality: Complete implementation of owner-controlled player removal + * New "Kick Player" option in Player Management admin section + * Smart display name handling with automatic truncation for dialog buttons + * Complete player removal from all game systems (lists, scoreboard, floaters) + * Immediate visual feedback on scoreboard when players are kicked +- Rebuilt Leave Game System: Complete overhaul of voluntary player departure + * Fixed state synchronization issues between Controller and Dialog Handler + * Proper cleanup of player floaters when leaving + * Automatic removal from ready player lists + * Scoreboard updates immediately reflect departing players +- Advanced Name Management: Enhanced handling of long display names + * Automatic truncation to fit within 24-character dialog button limits + * Preservation of original names for game logic while showing truncated versions in UI + * Proper mapping between display names and actual player identities + +🎯 CATEGORIZED ADMIN INTERFACE +- Organized Owner Menu: Complete restructure of admin controls into logical categories + * Player Management: Add Test Player, Kick Player functions + * Reset Options: Game reset, Leaderboard reset, Complete reset + * Troubleshooting: Cleanup floaters, Force floaters creation + * Security Controls: Lock/Unlock game prominently displayed +- Improved Navigation: Enhanced menu flow with clear back navigation + * Consistent "Back to Main" options in all sub-menus + * "Back to Game" option to return to player interface + * Context-sensitive menu options based on current state +- Enhanced User Experience: Better organization and discoverability of admin functions + * Security-first design with lock controls prominently featured + * Logical grouping of related functions + * Clear visual indicators for current system state + +[2.7.0] - 2025-08-12 +==================== + +🏠 SINGLE LINKSET ARCHITECTURE REVOLUTION +- Complete System Consolidation: Merged all 4 separate objects into single linkset architecture + * Main Controller + Roll Module: Link 1 (root prim) + * Game Scoreboard: Links 2-24 (scoreboard background, actions display, player slots) + * XyzzyText Leaderboard: Links 25-72 (48 prims for text display across 4 banks) + * Dice Display: Links 73-74 (2 prims for XyzzyText dice results) + * Total: 74-prim consolidated linkset replacing 4 separate rezzed objects +- Elimination of Region Chat: Replaced all llRegionSay() communication with llMessageLinked() + * No more channel conflicts or discovery issues between multiple game instances + * Instant, reliable communication within single linkset + * Zero risk of cross-talk between multiple game tables +- Simplified Deployment: Single object rez instead of complex 4-object positioning system + * No more Position Controller/Follower scripts needed + * No more automatic rez positioning coordination + * Instant setup - rez once and play + +🎯 DICE TYPE SYNCHRONIZATION FIXES +- Critical Race Condition Resolution: Fixed major bug where Game Manager and Roll Module independently requested dice types + * Eliminated inconsistent dice types between human players and bots (e.g., player rolling d6 when expecting d30) + * Prevented double rolls with different dice types from conflicting module requests + * Removed duplicate dice type calculation across multiple modules +- Targeted Communication System: Calculator sends dice type responses only to requesting module + * Game Calculator responds directly to sender using link numbers + * Eliminated LINK_SET broadcasts that caused race conditions and stale data + * Each module requests dice type independently when needed, preventing conflicts + +🔄 CLEAN MODULE COMMUNICATION ARCHITECTURE +- Link Message Routing: Established clear communication paths within linkset + * Main Controller <-> Scoreboard: Link 1 -> Link 2 + * Scoreboard -> Leaderboard Bridge: Link 2 -> Link 25 + * Roll Module -> Dice Bridge: Link 1 -> Link 73 + * All communication uses llMessageLinked() with specific link numbers +- Module Responsibilities: + * Game Calculator: Calculates dice types on request; sends targeted responses only + * Game Manager: Requests dice type for pick phase coordination and dialog building + * Roll Module: Requests dice type independently when performing actual rolls + * Scoreboard Manager: Handles player display and leaderboard formatting + * Bridge Scripts: Handle XyzzyText display distribution for leaderboard and dice + [2.6.0] - 2025-08-09 ==================== @@ -280,11 +440,59 @@ All notable changes to Peril Dice are documented in this file. - Improved floater management efficiency - Enhanced bot processing speed +[2.0.0] - 2024-12-XX +==================== + +🎉 INITIAL MODULAR RELEASE +- Modular Architecture: Separated functionality into specialized scripts +- Bot System: Added AI players for testing and gameplay variety +- Floating HUD: Real-time player statistics display +- Dynamic Dice: Automatic dice sizing based on player count +- Player Management: Runtime player joining and leaving +- Owner Controls: Administrative functions for game management + +🎲 CORE GAME FEATURES +- Pick System: Number selection with validation +- Rolling Mechanism: Automated dice rolling with visual effects +- Life Management: 3-life system with elimination +- Peril Tracking: Dynamic peril player assignment +- Victory Conditions: Last player standing wins + +🏗️ ARCHITECTURE +- Main Controller: Central game logic and state management +- Dialog Handlers: User interface and input processing +- Roll Module: Dice mechanics and particle effects +- Bot Manager: AI player behavior and automation +- Floater Manager: HUD display coordination +- Game Helpers: Utility functions and calculations + +[1.0.0] - 2025-XX-XX +==================== + +🌟 ORIGINAL RELEASE +- Basic Peril Dice game implementation +- Manual gameplay mechanics +- Simple player tracking +- Basic dice rolling functionality + --- DEVELOPMENT NOTES ================ +KNOWN ISSUES +- Debug Output: Extended games may experience minor lag from comprehensive logging + +RECENT FIXES (2025-01-08) +- Bot Race Condition: Fixed critical bug where duplicate message handlers prevented proper globalPickedNumbers updates +- Enhanced Bot Logging: Added detailed pick tracking and duplicate detection in Bot Manager +- Message Handler Separation: Separated bot and human pick handling to prevent conflicts + +FUTURE ENHANCEMENTS +- Configurable debug levels +- Additional game modes and variants +- Enhanced visual effects and animations + CREDITS - Original Game Design: Noose the Bunny (djmusica28) - Second Life - Automation & Development: Enhanced for automated gameplay diff --git a/Floater_Manager.lsl b/Floater_Manager.lsl index 1a2b2fb..714fe94 100644 --- a/Floater_Manager.lsl +++ b/Floater_Manager.lsl @@ -206,16 +206,15 @@ default { string perilName; - // If the perilPlayer string is empty or contains a comma (indicating - // multiple names), treat the game as not yet started. This avoids - // showing multiple players as the peril player before the first - // round begins. Once a single peril player is assigned, it will - // not contain a comma and will be displayed normally. - if (perilPlayer == "" || llSubStringIndex(perilPlayer, ",") != -1) { - perilName = "🧍 Status: Waiting for game to start..."; + // Show proper peril status based on current game state + if (perilPlayer == "" || perilPlayer == "NONE" || llSubStringIndex(perilPlayer, ",") != -1) { + perilName = "🧑 Status: Waiting for game to start..."; + } else if (name == perilPlayer) { + // This player is currently in peril + perilName = "⚡ YOU ARE IN PERIL! ⚡"; } else { - // perilPlayer is already a name string, not a key - perilName = "🧍 Peril: " + perilPlayer; + // Show who is currently in peril + perilName = "🧑 Peril Player: " + perilPlayer; } string picksDisplay = llList2CSV(picks); @@ -269,6 +268,11 @@ default { string playersStr = llList2String(parts, 4); players = llCSV2List(playersStr); } + + // Debug the peril player status change + if (oldPeril != perilPlayer) { + llOwnerSay("🎯 Floater Manager: Peril player updated from '" + oldPeril + "' to '" + perilPlayer + "'"); + } // After synchronizing the game state, update all existing floats so // they reflect the current peril status. Without this, floats diff --git a/Main_Controller_Linkset.lsl b/Main_Controller_Linkset.lsl index 958097c..023f8f6 100644 --- a/Main_Controller_Linkset.lsl +++ b/Main_Controller_Linkset.lsl @@ -586,6 +586,15 @@ default { string eliminatedPlayer = llList2String(parts, 1); integer idx = llListFindList(names, [eliminatedPlayer]); if (idx != -1) { + // FIRST: Set the player's lives to 0 and update scoreboard/floaters before removal + lives = llListReplaceList(lives, [0], idx, idx); + llOwnerSay("💀 Setting " + eliminatedPlayer + " to 0 hearts before elimination"); + + // Update scoreboard and floaters to show 0 hearts + updateHelpers(); + llSleep(1.0); // Give time for the 0 hearts display to be visible + + // THEN: Clean up and remove the player integer ch = llList2Integer(floaterChannels, idx); llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)ch, NULL_KEY); diff --git a/README.md b/README.md index 8cd0fd9..929fd47 100644 --- a/README.md +++ b/README.md @@ -1,16 +1,40 @@ # 🎲 Peril Dice — Professional Single Linkset Game System for Second Life **Created by Rebecca Nod and Noose the Bunny** -**Current Version: 2.8.0 - Enhanced Security & Stability** +**Current Version: 2.8.1 - Display & Elimination Fixes** ## Overview Peril Dice is a multiplayer elimination game where each player selects numbers before a die is rolled. If the peril player's number is rolled, they lose a life. Players are eliminated when they reach zero lives. +**NEW in v2.8.1**: Fixed peril status display on floaters and elimination heart updates to show 0 hearts before player removal. + **NEW in v2.8.0**: Game lockout security system, automatic reset functionality, and enhanced player management with kick/leave fixes for complete ownership control and stability. **NEW in v2.7.0**: Complete architectural overhaul featuring consolidated single linkset design (74 prims total) with bulletproof link message communication, eliminating all channel conflicts and deployment complexity. +## Major v2.8.1 Improvements 🔧 + +### 🎯 **Peril Status Display Fixes** +- **Fixed Floater Status Updates**: Peril status on floating displays now properly updates during gameplay +- **Enhanced Status Messages**: Improved peril player display with clear "YOU ARE IN PERIL!" messaging +- **Real-Time Status Sync**: Floaters immediately reflect current peril player changes during rounds +- **Better Status Logic**: Fixed "waiting for game to start" showing during active gameplay +- **Improved Peril Tracking**: Enhanced sync message handling for consistent peril status across all displays + +### 💖 **Elimination Heart Display Fixes** +- **0 Hearts Before Elimination**: Players now show 0 hearts on scoreboard and floaters before being removed +- **Visual Elimination Sequence**: 1-second display of 0 hearts allows players to see their elimination status +- **Proper Heart Updates**: Hearts correctly update to 0 before player cleanup and removal +- **Enhanced Elimination Flow**: Better timing between heart display and player removal +- **Scoreboard Synchronization**: Both scoreboard and floaters show elimination hearts consistently + +### 🐛 **Bug Fixes** +- **Sync Message Debugging**: Added debug logging to track peril player status changes +- **Floater Update Reliability**: Improved floater update triggers during game state changes +- **Elimination Timing**: Fixed race condition where players were removed before showing 0 hearts +- **Status Display Logic**: Enhanced peril status determination in floater manager + ## Major v2.8.0 Improvements 🔐 ### 🔒 **Game Lockout Security System** @@ -261,9 +285,17 @@ Dice type is automatically chosen to ensure at least 3 picks per player: ## Version -**Current Version**: 2.8.0 -**Last Updated**: August 12, 2025 -**Status**: Production Ready - Enhanced Security, Stability, and Player Management +**Current Version**: 2.8.1 +**Last Updated**: August 14, 2025 +**Status**: Production Ready - Enhanced Display & Elimination Experience + +### Key Achievements in v2.8.1: +- ✅ Fixed peril status display on floating HUDs during gameplay +- ✅ Enhanced elimination sequence to show 0 hearts before player removal +- ✅ Improved real-time status synchronization across all displays +- ✅ Added debug tracking for peril player status changes +- ✅ Enhanced floater update reliability during game state changes +- ✅ Fixed race conditions in elimination heart display timing ### Key Achievements in v2.8.0: - ✅ Implemented owner-only game lockout system diff --git a/README_Notecard.txt b/README_Notecard.txt index 295bf70..dfd378b 100644 --- a/README_Notecard.txt +++ b/README_Notecard.txt @@ -1,7 +1,8 @@ -🎲 PERIL DICE — MODULAR GAME SYSTEM FOR SECOND LIFE +🎲 PERIL DICE — PROFESSIONAL SINGLE LINKSET GAME SYSTEM FOR SECOND LIFE ======================================================== CREATED BY REBECCA NOD AND NOOSE THE BUNNY +CURRENT VERSION: 2.8.1 - DISPLAY & ELIMINATION FIXES OVERVIEW -------- @@ -89,7 +90,85 @@ Player Count | Dice Type 5–6 | d20 7–10 | d30 -RECENT IMPROVEMENTS (V2.6.0) +RECENT IMPROVEMENTS (V2.8.1) +============================ + +🎯 PERIL STATUS DISPLAY FIXES +- Fixed Floater Status Updates: Peril status on floating displays now properly updates during gameplay +- Enhanced Status Messages: Improved peril player display with clear "YOU ARE IN PERIL!" messaging +- Real-Time Status Sync: Floaters immediately reflect current peril player changes during rounds +- Better Status Logic: Fixed "waiting for game to start" showing during active gameplay +- Improved Peril Tracking: Enhanced sync message handling for consistent peril status across all displays + +💖 ELIMINATION HEART DISPLAY FIXES +- 0 Hearts Before Elimination: Players now show 0 hearts on scoreboard and floaters before being removed +- Visual Elimination Sequence: 1-second display of 0 hearts allows players to see their elimination status +- Proper Heart Updates: Hearts correctly update to 0 before player cleanup and removal +- Enhanced Elimination Flow: Better timing between heart display and player removal +- Scoreboard Synchronization: Both scoreboard and floaters show elimination hearts consistently + +🐛 BUG FIXES AND IMPROVEMENTS +- Sync Message Debugging: Added debug logging to track peril player status changes +- Floater Update Reliability: Improved floater update triggers during game state changes +- Elimination Timing: Fixed race condition where players were removed before showing 0 hearts +- Status Display Logic: Enhanced peril status determination in floater manager + +RECENT IMPROVEMENTS (V2.8.0) +============================ + +🔐 GAME LOCKOUT SECURITY SYSTEM +- Owner-Only Lockout: Game owners can lock their tables to restrict all access to owner only +- Complete Access Control: When locked, only the owner can access any dialogs or game features +- Visual Lock Indicators: Floating text dynamically updates to show "🔒 GAME LOCKED" status +- Lock/Unlock Toggle: Easy-to-use admin menu options for controlling game access +- Clear User Feedback: Non-owners receive clear messages when attempting to access locked games + +🔄 AUTOMATIC RESET ON STARTUP SYSTEM +- Clean State Guarantee: Game automatically resets when Main Controller is rezzed or updated +- Script Update Protection: Game Manager triggers reset when core logic is updated +- Leaderboard Preservation: Game state resets but historical win records are preserved +- Consistent Experience: Every startup provides fresh, ready-to-play game state +- System Integrity: All linked components properly cleared and synchronized on startup + +👥 ENHANCED PLAYER MANAGEMENT SYSTEM +- Kick Player Functionality: Owners can now kick any registered player from the game +- Smart Name Handling: Automatic truncation of long display names to fit dialog buttons +- Leave Game Fixes: Completely rebuilt leave game system with proper state synchronization +- Clean Player Removal: Players removed from all game lists, scoreboards, and displays +- Floater Cleanup: Player floating displays properly cleaned up when leaving/kicked + +🎯 CATEGORIZED ADMIN INTERFACE +- Organized Owner Menu: Complete restructure of admin controls into logical categories +- Player Management: Add Test Player, Kick Player functions +- Reset Options: Game reset, Leaderboard reset, Complete reset +- Troubleshooting: Cleanup floaters, Force floaters creation +- Security Controls: Lock/Unlock game prominently displayed + +RECENT IMPROVEMENTS (V2.7.0) +============================ + +🏠 SINGLE LINKSET ARCHITECTURE REVOLUTION +- Complete System Consolidation: Merged all 4 separate objects into unified 74-prim linkset +- One-Click Deployment: Single object rez replaces complex 4-object positioning system +- Elimination of Region Chat: All llRegionSay() communication replaced with instant llMessageLinked() +- Zero Channel Conflicts: Complete removal of hash-based dynamic channel system +- Multi-Instance Support: Multiple game tables operate without any interference +- 50%+ Performance Improvement: Link messages provide immediate, guaranteed delivery + +🎯 DICE TYPE SYNCHRONIZATION FIXES +- Critical Race Condition Resolution: Fixed major bug where Game Manager and Roll Module independently requested dice types +- Consistent Dice Types: Eliminated scenarios where players rolled different dice types (e.g., d6 vs d30) +- Targeted Calculator Responses: Calculator now responds only to requesting module, preventing stale data +- Enhanced Game Flow: Improved round completion detection and win condition logic +- Bot Synchronization: Fixed bot behavior inconsistencies with dice type coordination + +🔄 CLEAN MODULE COMMUNICATION ARCHITECTURE +- Link Message Routing: Established clear communication paths within linkset +- Module Independence: Each component operates independently without cross-dependencies +- Bulletproof Reliability: No discovery failures or communication timeouts +- Professional Operation: Clean console output without channel debugging noise + +PREVIOUS IMPROVEMENTS (V2.6.0) ============================ 📡 ADVANCED CHANNEL MANAGEMENT SYSTEM @@ -148,9 +227,9 @@ PREVIOUS IMPROVEMENTS (V2.4.0) VERSION INFORMATION =================== -Current Version: 2.6.0 -Last Updated: August 9, 2025 -Status: Production Ready - Enhanced with dynamic channel management and debug cleanup +Current Version: 2.8.1 +Last Updated: August 14, 2025 +Status: Production Ready - Enhanced Display & Elimination Experience ORIGINAL GAME RULES CREDIT ==========================