Give the friend's racket a sound and the duel a rematch
Two netplay-only finds from Oliver's two-phone session. THE FRIEND'S STRIKE was silent: every other opponent is simulated locally and cracks through gameplay's shared return path, but the friend's swing runs on their phone alone and arrives as a 'shot' message that wrote the ball and nothing else. netApplyShot now plays the same sample at the same volume, pitched off the pace that was actually sent (strikeRate, read after the ball is written). Both netplay modes, not just the death match. THE REMATCH: the summary's only netplay door was THE CLUBHOUSE, so playing the same friend again meant two trips through the lobby and a fresh code. The relay cannot re-pair, so the rematch is the socket that is still open — one 'again' frame and both phones reset the run under the decisions the room already carries (same side, same mode, same court, host serves). netAgain keeps G.net across restartRun(true) and replays netFresh, netStart's own tail split out so pairing and rematch cannot drift into two courts. Applied, never echoed; a 2 s window swallows the second frame when both tap at once; a dead line refuses and falls through to the clubhouse. Also: the dev server runs with SPLAT_AUTH= (server.py always said local dev should), which the shared password had been 401-ing. audio.sfxTest is a new test seam in netTest's shape. 146 tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1140,6 +1140,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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<span id="recLamp" hidden>REC</span>
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