The Art of Spell Casting, Part 2
Riot engineers describe the design and implementation of Hwei’s spellcasting: they tried a server-side spell-slot queue but encountered client/server state mismatches (targeting, cast paradigms, flub handling). They pivoted to a client-driven "Spellbook Override" that fakes the first input client-side, sends a single validated spellcast to the server on the second input, and uses client-side prediction and server validation to balance responsiveness, correctness and anti-cheat concerns. The post covers tradeoffs, debugging/logging needs, and reuse potential for other champions.