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>
This commit is contained in:
2026-02-12 20:14:35 +01:00
co-authored by Claude Opus 4.6
parent 458be0f621
commit 9943684f2c
19 changed files with 232 additions and 136 deletions
+1 -1
View File
@@ -68,7 +68,7 @@ fn player_moves_north_through_full_pipeline() {
// v2 fields populated
assert_eq!(snapshot.game_time.day, 0);
assert_eq!(snapshot.game_time.day_phase, settled_reach_server::simulation::time::DayPhase::Morning);
assert!(!snapshot.game_time.paused);
assert_eq!(snapshot.game_time.tick_rate, settled_reach_server::simulation::time::TickRate::Full);
let player_entity = &snapshot.entities[0];
// Player started at (16, 16, 0), moved north (y-1) to (16, 15, 0)