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A full object sync sent the commitment and nullifier of every object file to the synchronizer, spent files included, in sequential batches. Spent files stay spent whatever the chain reports, so their answers were never used, yet they made the sync grow with the player's whole history rather than their inventory. For a player with thirty times as many spent objects as live ones, listing the inventory took tens of seconds and Bitcraft took over a minute to open.
dhvanipa
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Nov 12, 2026
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Closes #406
A full object sync sent the commitment and nullifier of every object file to the synchronizer, spent files included, in sequential batches. Spent files stay spent whatever the chain reports, so their answers were never used, yet they made the sync grow with the player's whole history rather than their inventory. For a player with thirty times as many spent objects as live ones, listing the inventory took tens of seconds and Bitcraft took over a minute to open.