Multiplayer: two clients on one guest, joined by typed IP and by LAN browse, launched a 2-player game and played two turns in lockstep. 44,319 packets captured outside the guest, ZERO to any GameSpy port. Availability check fails open exactly as lane G2 read it; Join Manually is enabled with every gamespy.com name dead, falsifying G2's own caveat (a). The shipped MOTD is fetched live from kerberos-productions.com and tells players to host in LAN mode -- the developer's own statement of the same finding. Watchpoints: a new shim module arms DR0-DR3 from StrategyServer::ApplyAllTurnCommands. ModCount takes exactly 12 writes per End Turn (lane A2's prediction, confirmed twice, both predicted addresses exact); Frame takes exactly one, from BeginProcessTurn+0x2a, settling the ModCount-vs-Frame naming in A2's favour. The Player.Status writer between tail phase 31 and the autosave EXISTS and is StrategyNetworkClient::OnMessage+0xa15 -- correcting lane T2. Rule 19 control: the armed run reproduced the determinism oracle byte for byte. rcex: closed from the corpus alone. It is sixteen 4-bit per-player counters; nibble p is set to 1 on the turn the system enters player p's AFlags and ticked to 0 the next turn. 7/7 across two different games.
93 KiB
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93 KiB
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