refactor(server): address PR #16 review feedback
Hoshe + Tyre review items: - Use StableId consistently for wire entity_id (H4) across observer, observation, interpretation, and interaction systems - Make NearbyInteractionBuffer.interactions private with take() (H1/H20) - Add system ordering constraint for compute_nearby_interactions (H5) - Panic on missing PlayerCharacter in input processing (H2) - Remove redundant paused field from GameTime (Tyre8) - Remove #[serde(default)] from nearby_interactions (H3) - Change NearbyInteraction.distance from f32 to u32 (H8) - Add sort stability for equal verb priorities (H6) - Scope constants to pub(crate) (H7) - Add debug_assert for last_observed_tick ordering (H10) - Strengthen unregistered entity handling to debug_assert + error (H11) - Document fractional tick accumulation (Tyre9) - Extract collect_remembered_entities helper (Tyre2/H17) - Add half_rate_no_drift_over_10000_frames test (H14) - Add mid-range and deterministic sort tests (H15) - Add fixture version assertion (H16) - Regenerate msgpack fixtures for wire format changes 146 unit + 19 integration tests pass, zero clippy warnings. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -68,7 +68,7 @@ fn player_moves_north_through_full_pipeline() {
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// v2 fields populated
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assert_eq!(snapshot.game_time.day, 0);
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assert_eq!(snapshot.game_time.day_phase, settled_reach_server::simulation::time::DayPhase::Morning);
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assert!(!snapshot.game_time.paused);
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assert_eq!(snapshot.game_time.tick_rate, settled_reach_server::simulation::time::TickRate::Full);
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let player_entity = &snapshot.entities[0];
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// Player started at (16, 16, 0), moved north (y-1) to (16, 15, 0)
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