- Register KnowledgePlugin in main.rs and game_loop test (Tyre critical)
- Add KnowledgeGraph component to player spawn (Tyre critical)
- Reset Stale -> Active on fresh direct observation (Hoshe warning)
- Make registry/queue non-optional in emit_observation_events (Tyre/Hoshe)
- Add tracing::warn for missing EntityRegistry entries (Hoshe warning)
- Replace HashSet with Vec for small entity ID lookups (Hoshe suggestion)
- Add const static assertion for KnowledgeConfidence ordering (Hoshe)
- Add is_empty() and known_facts_iter() to KnowledgeGraph (Tyre)
- Add decay_skips_non_minute_ticks and observe_resets_stale tests (Hoshe)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implement direction-dependent visibility modulation per D-015.
Forward cone (~120 deg) at full range, peripheral (~180 deg each side)
at reduced range, blind spot (~60 deg behind) excluded. Facing component
updated on player movement via facing_from_delta.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace expect() with unwrap_or_else that logs the bind address
and error via tracing before exiting.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>