Merge remote-tracking branch 'origin/server'
# Conflicts: # CHANGELOG.md # client/tests/fixtures/msgpack/snapshot_boundary_tick_0.msgpack # client/tests/fixtures/msgpack/snapshot_boundary_tick_127.msgpack # client/tests/fixtures/msgpack/snapshot_boundary_tick_2b31m1.msgpack # client/tests/fixtures/msgpack/snapshot_boundary_tick_2b32.msgpack # client/tests/fixtures/msgpack/snapshot_boundary_tick_32767.msgpack # client/tests/fixtures/msgpack/snapshot_empty.msgpack # client/tests/fixtures/msgpack/snapshot_multi_entity.msgpack # client/tests/fixtures/msgpack/snapshot_one_npc.msgpack # client/tests/fixtures/msgpack/snapshot_player.msgpack # client/tests/fixtures/msgpack/snapshot_v2_full.msgpack # server/src/bridge/types.rs
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@@ -306,6 +306,8 @@ mod tests {
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conversation_events: vec![],
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conversation_ended: vec![],
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follow_state: None,
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examine_result: None,
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character_pressure: None,
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sound_events: vec![],
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rng_seed: None,
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poi_list: vec![],
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@@ -439,6 +441,8 @@ mod tests {
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conversation_events: vec![],
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conversation_ended: vec![],
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follow_state: None,
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examine_result: None,
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character_pressure: None,
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sound_events: vec![],
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rng_seed: None,
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poi_list: vec![],
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@@ -37,7 +37,7 @@ pub const PROTOCOL_VERSION: u8 = 14;
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/// v13 adds: tell_state on VisibleEntity (#90, D-024 tell system — for future client use),
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/// follow_state (#241, follow mechanic HUD state).
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/// v14 adds: poi_list (#151, discovered POIs for minimap rendering),
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/// examine_result (#174, character-filtered observation text from Examine verb),
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/// examine_result (#242, character-filtered examine observation text),
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/// player_knowledge (#264, partial KG dump for journal/knowledge panel).
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/// Future fields: ambient sound events, HUD state (D-020 expansion).
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#[derive(Debug, Clone, Serialize, Deserialize)]
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@@ -110,6 +110,15 @@ pub struct ObserverSnapshot {
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/// Client shows follow indicator with distance, LOS, and tension.
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#[serde(default)]
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pub follow_state: Option<crate::simulation::follow::FollowStateWire>,
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/// Examine result from Examine verb interaction (#242).
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/// Present when the player examined an NPC or object this tick.
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/// Client displays character-filtered detail text in an observation panel.
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#[serde(default)]
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pub examine_result: Option<crate::simulation::examine::ExamineResultEvent>,
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/// Character pressure state for client HUD widget (#248).
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/// Present when pressure is non-zero. Client renders tension indicator.
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#[serde(default)]
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pub character_pressure: Option<crate::simulation::pressure::CharacterPressureWire>,
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/// RNG seed active at this tick for deterministic replay (#527).
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/// The WRONG button writes this to seed.txt so replays reproduce observed bugs.
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/// None when the RNG resource is unavailable (should not occur in practice).
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