Commit Graph
2 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 b9af725b02 fix(simulation): correct tick synchronization in snapshot generation
Snapshot for tick N should show state at END of tick N. Reorder systems
so generate_snapshot runs after validate_movement but before
advance_tick. Previously snapshot.tick was the incremented tick,
not the tick whose inputs were processed. Also fix main.rs accept
error to log address context before exiting.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:16:04 +01:00
jpmschweitzerandClaude Opus 4.6 7864bfdf7d feat(simulation): add input processing, snapshot gen, and game loop
Implements the full server-side tick pipeline:
- process_player_input drains InputQueue, converts PlayerActions to
  MoveIntent components or pause/unpause toggles
- generate_snapshot builds ObserverSnapshot from ECS state with
  render coordinate conversion
- receive_bridge_inputs/send_bridge_snapshot handle bridge I/O with
  graceful disconnect detection via ServerRunning resource
- main.rs now accepts TCP connections and runs a proper game loop
- PlayerCharacter marker, Player EntityKind, SnapshotBuffer resource

Closes server side of #81, #82, #83.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:01:28 +01:00