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Mythic Masters walk together: the room checks how fast a pose moves #3760
Left over from #3700 (the den half is in the round 13 PR of #3722).
The room now checks a den's creature and level against the world seed, but it still takes a pose on the page's word. denNear and huntNear in apps/mythic-masters/src/net/party.ts measure from the last pose relayed for that player, so a page can send a pose beside any den in its region, then walk into it.
The fix: in src/edge/region.ts, keep the time of each seat's last pose on its attachment and hold a pose that moved further than a run plus a margin allows since then, within one region.
Watch for the jumps the game itself makes, which must still pass:
landing beside a friend on Start (onLand in src/net/online.ts);
being sent home after a loss (sendHome in src/world/world.ts);
a new region (r changed), and a reconnect after the room slept.
Done when a pose that jumps across a region is held, those three jumps still go through, and there is one test for each.
Done in #3776 and #3778 (both merged): the room checks how fast a pose moves, and a jump is believed only where the game sends you (an arena, a trailhead, a campfire, beside a trusted friend). The holes the judge found after that (step-hopping, a silent reset through a second tab) are in #3784.
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Mythic Masters walk together: the room checks how fast a pose moves, …
QuinnsCode commentedon Nov 6, 2026
Done in #3776 and #3778 (both merged): the room checks how fast a pose moves, and a jump is believed only where the game sends you (an arena, a trailhead, a campfire, beside a trusted friend). The holes the judge found after that (step-hopping, a silent reset through a second tab) are in #3784.