v1.5.4

BREACH.MMO v1.5.4 — Connection and Terminal Fixes

This is a patch release. Two infrastructure bugs fixed — both were silent failures that appeared only under specific timing conditions. If you ever joined a match and found your terminal returning odd placeholder output, or if a client occasionally failed to receive the match state on join, these are the culprits.

WebSocket JoinMatch race condition

The JoinMatch message was being sent before the server had finished registering the player connection. The server would receive the join request but have no record of the player, causing it to silently discard the message. Clients would then sit in a connected-but-unmatched state. The fix adds a ConnectionReady handshake — the server sends an acknowledgment once the player record is registered, and the client waits for that signal before sending JoinMatch. Timing-dependent, meaning it was more likely to appear under load or on slower connections.

Terminal commands returning placeholder output

When a terminal command was issued during early match initialization — before the LLM service was fully wired — the command handler fell through to a stub path that returned [simulated] as the output. The help command, which runs on any unrecognized input, was also missing a deterministic handler entirely. Both are now fixed: the LLM service import is resolved at initialization, and help returns the full command reference immediately without going through the LLM path.

Play at play.multiversestudios.xyz/breach/ — no account required.