Commit Graph
61 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 24cce41379 feat(client): protocol v6 bridge — stance, inventory, input mapping
Upgrade client protocol bridge from v5 to v6 to match server.
Adds player_stance (4 variants) and player_inventory decode to
ObserverSnapshot. Adds TOGGLE_STANCE_UP/DOWN to InputMapper.
Includes 25 gdUnit4 tests for v6 decode + server serialization
test gap fix.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 23:05:47 +01:00
jpmschweitzerandClaude Opus 4.6 3d63a4f9f6 test(simulation): QA coverage for Phase 2 verbs, sprint suppression, occupancy, inventory
Add comprehensive test suites across sprint 6 systems:
- Phase 2 observer filter: Confront injection, archetype label relabeling,
  contradiction marking, POI priority ordering (12 tests)
- Sprint anomaly: detection during sprint, queue semantics, delay timing,
  D-055 visible-but-suppressed integration (7 tests)
- Wire format: Confront and CharacterArchetype msgpack roundtrip (4 tests)
- TilePresence: 4-layer coexistence on same tile (1 test)
- Inventory: Take/Place full roundtrip, capacity enforcement (3 tests)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 16:00:32 +01:00
jpmschweitzerandClaude Opus 4.6 df81b24cd1 feat(simulation): sprint anomaly double-take monologue (#428, D-055)
When sprinting past a Contradicted entity, queue a delayed retroactive
monologue that fires after ~1.5s: "Wait — something wasn't right back
there." SprintAnomalyQueue component with first-in-wins semantics.
Detection in observer pipeline, processing in monologue system.
Wire MovementProfile, Stance, and SprintAnomalyQueue into player spawn.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 16:00:20 +01:00
jpmschweitzerandClaude Opus 4.6 1d76100f5d feat(simulation): movement profile per archetype and sprint interaction suppression (#418, #419)
Add MovementProfile component with per-archetype default stances (D-053).
Sprint stance now explicitly clears the interaction buffer — no verbs
computed or sent during sprint (D-055). Anomaly monologue pipeline is
unaffected (handled by separate system).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 16:00:09 +01:00
jpmschweitzerandClaude Opus 4.6 6ef7029707 feat(simulation): smuggler inventory — CarriedBy, Take/Place verbs (#424)
Implement physical inventory system per D-065:

- CarriedBy(StableId) component marks items as carried by an entity
- ItemName and InventorySlot components for display and slot assignment
- Take verb: removes TilePosition, adds CarriedBy + InventorySlot
- Place verb: removes CarriedBy + InventorySlot, adds TilePosition
- Observer snapshot populates player_inventory from carried items query
- Info boundary: carried items lack TilePosition, naturally excluded
  from all spatial queries (visibility, interactions) for other entities
- 9-slot capacity (3x3 grid per OQ-24), auto-assigns first free slot
- 8 new tests covering take, place, sequential slots, full rejection

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:44:37 +01:00
jpmschweitzerandClaude Opus 4.6 98f4cedc03 feat(simulation): Sprint 6 Touch — stance, tile presence, verbs, protocol v6
Implements the core Sprint 6: Touch systems across 5 tickets:

- #449 ObserverSnapshot v6: add player_stance (MovementStance) and
  player_inventory (Vec<InventoryItem>) wire fields with serde defaults
  for backward compatibility. Bump PROTOCOL_VERSION 5→6.

- #417 Stance system: Sprint/Walk/Careful/Crouch movement stance with
  tick-based speed (1/2/3/4 ticks per move), monologue rate multipliers,
  and PlayerMoveCooldown component. ToggleStanceUp/Down player actions.

- #420 TilePresence: posture-layer collision system allowing same-tile
  occupancy for different layers (Standing/Prone/Seated/Fixture).
  Layer-based collision in validate_movement.

- #421 ObjectType component: Readable/Container/Terminal/Door/Pickup/
  Furniture types with Phase 1 verb sets computed from type + proximity.

- #422 Phase 2 verb filter: KG-gated observer-side verb processing —
  POI priority flips, Confront injection at KnowsDetails+, contradiction
  marking, archetype-specific label relabeling (Smuggler/Detective).

217 unit tests + 17 integration tests passing. All MessagePack fixtures
regenerated for v6 wire format.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:38:59 +01:00
jpmschweitzerandClaude Opus 4.6 3c106aa2d0 feat(simulation): complete interaction and monologue pipelines (#413, #414, #415)
Three fixes to make the gameplay loop functional end-to-end:

- Add Interactable component to NPC spawn so E-prompt detection works
- Build monologue trigger system (enter_location + time_idle) with
  MonologueBuffer/MonologueState components, wire through ObserverSnapshot
  as current_monologue field, decode on client and display via HUD
- Change PlayerAction::Interact from unit to struct variant carrying
  optional target_entity_id and verb fields

Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures.
All 200 tests pass (170 unit + 30 integration).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 19:23:47 +01:00
jpmschweitzerandClaude Opus 4.6 c68585e5f2 chore(simulation): add debug logging for received inputs
Log each received player input at DEBUG level with tick and action,
useful for diagnosing input pipeline issues during live testing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 02:07:47 +01:00
jpmschweitzerandClaude Opus 4.6 29c5003403 fix(simulation): add TileKind to VisibleTile wire protocol (#412)
Server was sending visible_tiles without tile type data, so the client
could not distinguish floor from wall in live mode. Add TileKind enum
(Floor/Wall/Door/Object) to VisibleTile, populated from WalkabilityMap
in the NaturalVision perception query. Update test fixtures to include
the new field. Uses #[serde(default)] for backward compatibility.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 02:07:19 +01:00
jpmschweitzerandClaude Opus 4.6 267d415173 feat(simulation): implement content loader Phase 2 (#408)
Extend content loader to read and instantiate real YAML content into
ECS entities. 2-phase spawn pipeline: Phase 1 creates entities with
core components (Want, Tolerance, Contentment, Personality, Tells,
Skills), Phase 2 resolves cross-references (Relationships, Secrets,
Information via KnowledgeGraph, DailyRoutine).

Loads enums, entity attributes, pools, templates, triangles, and NPC
profiles. Handles stub files gracefully. 7 integration tests against
real content files plus edge case tests for invalid data.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 01:19:29 +01:00
jpmschweitzerandClaude Opus 4.6 18d8253bfe refactor(server): decompose observer pipeline and fix interaction boundary
Extract visibility geometry into a separate system behind a
PerceptionQuery trait, enabling D-017 perception mode swapping.
Two-stage pipeline: compute_visibility_geometry writes to
VisibilityGeometry resource, compute_observer_snapshot reads it.

Remove KnowledgeGraph from compute_nearby_interactions (simulation
phase boundary violation). Verb availability stays in simulation;
POI-based priority adjustment moves to observer via
apply_poi_verb_priority helper.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 23:32:41 +01:00
jpmschweitzerandClaude Opus 4.6 0157d1fa38 test(server): add Entity::to_bits roundtrip and TickRate switch tests
- Entity::to_bits() roundtrip test guards against bevy version changes
  silently breaking wire IDs (Hoshe #1)
- PROTOCOL_VERSION constant used in test helpers instead of hardcoded 4
- TickRate switch mid-accumulation test verifies Half→Full→Paused→Half
  transitions preserve accumulator state correctly (Tyre N3)
- POI mid-range test now asserts priority=1 (Hoshe #4)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 22:52:59 +01:00
jpmschweitzerandClaude Opus 4.6 02fa89b1d7 refactor(server): extract observer tests to separate file
Split observer/mod.rs (820 lines) into production code (244 lines) and
tests (480 lines). Reduces module size per Hoshe #3 review item.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 22:52:52 +01:00
jpmschweitzerandClaude Opus 4.6 6f9537fff3 refactor(server): NearbyInteractionBuffer from Resource to Component
Per-entity Component attached to PlayerCharacter instead of global
Resource. Makes the interaction buffer multiplayer-ready (D-009) —
each observer gets their own buffer without pipeline refactoring.

Updated all 8 files touching the buffer: system signatures, player
spawn bundles, and ~30 test spawn sites.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 22:52:47 +01:00
jpmschweitzerandClaude Opus 4.6 ba867564a8 fix(server): add error logging, protocol version, and architecture docs
- Replace silent Entity::to_bits() fallbacks with tracing::error in
  observer.rs and interaction.rs (makes unregistered entities loud)
- Add PROTOCOL_VERSION constant to types.rs, use in observer snapshot
- Document single-observer assumption on NearbyInteractionBuffer
- Document proximity-only (no LOS) limitation on compute_nearby_interactions

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 21:22:34 +01:00
jpmschweitzerandClaude Opus 4.6 e2f2f4e590 refactor(server): remove dead generate_snapshot function
Delete generate_snapshot from bridge/mod.rs — superseded by
perception::observer::compute_observer_snapshot. Not referenced
in any schedule or test.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 21:22:28 +01:00
jpmschweitzerandClaude Opus 4.6 9943684f2c 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>
2026-02-12 20:14:35 +01:00
jpmschweitzerandClaude Opus 4.6 2de413dd87 feat(simulation): add proximity detection and interaction verbs
Implement compute_nearby_interactions system that detects entities
within close (≤2) and mid (≤5) Manhattan distance, computes
available verbs per D-060 spec. NPCs get Talk+Observe at close
range, Observe-only at mid range; PersonOfInterest flips priority.
Objects get Examine. Results populate nearby_interactions[] on
ObserverSnapshot v4. Bump protocol version 3→4. Implements #404.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 19:48:55 +01:00
jpmschweitzerandClaude Opus 4.6 5afea99622 feat(simulation): add tick rate scaling system
Replace binary paused flag with TickRate enum (Full/Half/Paused)
per D-052. Full rate advances every frame, Half every 2 frames
via fractional accumulation, Paused blocks all advances. Add
SetTickRate player action for client-driven rate changes.
Implements ticket #406.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 19:48:43 +01:00
jpmschweitzerandClaude Opus 4.6 ad653cffc3 refactor(server): fix clippy warnings from Rust 1.93
- Use #[derive(Default)] + #[default] instead of manual Default impls
  for FacingDirection, KnowledgeState, RelationshipState, EntityVisibility
- Replace manual modulo check with .is_multiple_of()
- Collapse nested if in shadowcast symmetry check

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:18:04 +01:00
jpmschweitzerandClaude Opus 4.6 2fd16f08b0 fix(server): address PR #14 review — ordering, docs, version pin
- Fix NpcPlugin system ordering: .before(compute_paths) instead of
  .after(advance_tick) so PathRequests are picked up same frame
- Fix stale doc comment in interpretation.rs: system runs BEFORE
  knowledge events, not after
- Add TODO(v0.2) on RelationshipGraph about information boundary
  limitation for multiplayer
- Document cardinal-only movement as deliberate v0.1 choice
- Add comment on manhattan_distance u32::MAX fallback for cross-z
- Pin pathfinding crate to 4.11

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 18:17:55 +01:00
jpmschweitzerandClaude Opus 4.6 9c3c32e854 feat(perception): add observation event generator
Implements ticket #239 for Sprint 3:
- ObservationTrigger enum: RoutineDeviation (NPC not at expected
  routine location), Absence (expected location visible but NPC
  missing), NewEntity (unknown entity in LOS)
- ObservationEventQueue resource with push/drain/len/is_empty
- generate_observation_events system runs after emit_observation_events
  but before process_knowledge_events so it can compare current
  snapshot against previous-tick knowledge state
- Populate PerceptionPlugin with ObservationEventQueue resource and
  system registration with correct ordering constraints

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:52:02 +01:00
jpmschweitzerandClaude Opus 4.6 0b599ed662 feat(simulation): spawn 3 NPCs with full component bundles
Implements ticket #84 for Sprint 3:
- Replace single bare NPC with 3 distinct NPCs: dock worker (16,13)
  with full 4-phase routine and MovementSpeed(2), field tech (14,18)
  with partial routine, stationary guard (18,14) with no routine
- Register all entities (player + 3 NPCs) in EntityRegistry
- Populate RelationshipGraph with colleague and rival edges
- Add NpcPlugin to app for routine system registration
- Add multi-entity visibility tests: 3 NPCs in LOS all visible,
  NPC behind wall excluded from snapshot

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:51:50 +01:00
jpmschweitzerandClaude Opus 4.6 f186cec264 fix(bridge): add error variants and diagnostic logging for IPC
Implements ticket #341 for Sprint 3:
- Add DeserializationWithDump and MutexPoisoned variants to BridgeError
- Replace .expect("mutex poisoned") with graceful error propagation
  in LocalBridge and TcpBridge (4 locations)
- Log first 256 bytes as hex dump on deserialization failure for
  debugging malformed payloads
- Classify errors in receive_bridge_inputs: BrokenPipe/ConnectionReset
  → clean shutdown, MutexPoisoned → shutdown, DeserializationWithDump
  → skip frame (recoverable)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:51:38 +01:00
jpmschweitzerandClaude Opus 4.6 f899624103 feat(simulation): add A* pathfinding and NPC path following
Implements tickets #237 and #238 for Sprint 3:
- Add pathfinding crate dependency for A* algorithm
- PathRequest component triggers compute_paths system which uses
  cardinal-neighbor A* with manhattan distance heuristic
- ComputedPath component with step navigation (next_step, advance,
  is_complete) and PathBlocked marker for no-route cases
- MovementSpeed component throttles NPC movement (ticks_per_step)
- follow_paths system advances NPCs along computed paths, creating
  MoveIntent per step; cleanup_path_blocked removes markers after
  one tick
- System ordering: input → compute_paths → follow_paths →
  validate_movement → cleanup_path_blocked → advance_tick

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:51:27 +01:00
jpmschweitzerandClaude Opus 4.6 3c04a0c568 feat(npc): add structured NPC data model, relationships, and daily routines
Implements tickets #86, #87, #88 for Sprint 3:
- Replace stub string/f32 NPC fields with typed enums and integer
  types for D-010 determinism (WantKind, SecretSeverity, Skill, etc.)
- Add RelationshipGraph global resource with BTreeMap<(StableId,
  StableId), RelationshipEdge> for efficient prefix queries
- Add DailyRoutine with phase-based RoutineEntry and PreviousDayPhase
  resource for detecting day-phase transitions
- Create NpcPlugin that initializes relationship graph, day-phase
  tracking, and registers check_phase_transition system

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:51:15 +01:00
jpmschweitzer 9d0774cae8 Merge remote-tracking branch 'origin/client' 2026-02-12 02:09:01 +01:00
jpmschweitzerandClaude Opus 4.6 22de6c714f fix(simulation): address PR #12 review — z-level filter, visible tile dedup, version bump
- Filter remembered entities by z-level (Hoshe + Tyre warning)
- Skip remembered ghosts on currently visible tiles (Hoshe warning)
- Bump ObserverSnapshot version to 3 (Tyre suggestion)
- Add edge case tests: visible tile collision, different z-level,
  knowledge without position (Hoshe suggestion)
- Regenerate msgpack fixtures for v3

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:47:35 +01:00
jpmschweitzerandClaude Opus 4.6 a7e2c8fbf4 feat(simulation): add proof room with wall and NPC (#357)
Wall at (16,14) and NPC at (16,13) for Sprint 2 fog-of-perception
proof. Player starts at (16,16) — NPC hidden behind wall until
player moves around it.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:45:47 +01:00
jpmschweitzerandClaude Opus 4.6 9c0190c7c2 feat(simulation): integrate knowledge graph into observer snapshot (#366)
VisibleEntity now carries relationship state (D-033 entity color) and
observation type (Visible vs Remembered). compute_observer_snapshot
queries the player's KnowledgeGraph to overlay relationship data on
visible entities and include remembered (not-in-LOS) entities as fog
ghosts at their last known position. Regenerated msgpack fixtures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:28:53 +01:00
jpmschweitzerandClaude Opus 4.6 3115c7a84c fix(simulation): address PR #10 review — plugin wiring, stale reset, warnings
- 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>
2026-02-12 01:06:33 +01:00
jpmschweitzerandClaude Opus 4.6 804379dee2 feat(simulation): wire direct observation to knowledge graph (#364, #367)
Perception system emits DirectObservation/LeftLOS knowledge events
based on snapshot visibility. Entities entering LOS get Direct
confidence; leaving LOS downgrades to KnowsDetails. System params
are optional for backward compatibility when KnowledgePlugin is not
registered. 28 knowledge graph unit tests included.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:48:51 +01:00
jpmschweitzerandClaude Opus 4.6 e733a4c223 feat(simulation): add knowledge graph system per D-041 (#361, #362, #363, #365)
Implement per-entity KnowledgeGraph component with BTreeMap storage
for deterministic iteration (D-010). StableEntityId + EntityRegistry
for entity identity across save/load. KnowledgeEventQueue + processing
system for decoupled knowledge updates. Decay system runs once per
game-minute. All types conform to D-041 canonical structs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:48:43 +01:00
jpmschweitzerandClaude Opus 4.6 e205b38938 feat(simulation): integrate observer visibility query (#112)
Replace unfiltered generate_snapshot with compute_observer_snapshot
that combines shadowcasting + vision cone to send only visible
entities and tiles. Enforces information asymmetry (D-011): NPCs
behind walls or in the blind spot are excluded from the snapshot.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:21:07 +01:00
jpmschweitzerandClaude Opus 4.6 f760624967 feat(simulation): add vision cone with forward/peripheral/blind sectors (#111)
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>
2026-02-12 00:21:01 +01:00
jpmschweitzerandClaude Opus 4.6 3323678ddf feat(simulation): implement symmetric shadowcasting for LOS (#359, #110)
Add Albert Ford's symmetric shadowcasting algorithm using rational
fraction slopes. Benchmarked 1.2-10.5x faster than recursive with
guaranteed symmetry (if A sees B, B sees A). Resolves Q-018 as D-035.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:20:54 +01:00
jpmschweitzerandClaude Opus 4.6 bb6bc287e9 feat(simulation): add ObserverSnapshot v2 schema with visibility types (#358, #25)
Expand wire protocol with version field, GameTime (day/phase/paused),
FacingDirection (8-directional), VisibleTile, VisibilitySector
(Forward/Peripheral), and visibility tag on VisibleEntity.
Regenerate all msgpack fixtures for client compatibility.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:20:46 +01:00
jpmschweitzerandClaude Opus 4.6 beee44b3c8 feat(client): add batch fixture, fixture smoke test, decode_errors test
Tyre #1: Added Rust-generated input_batch_two.msgpack fixture for
bidirectional D-030 Layer 1 symmetry (Vec<PlayerInput>).
Tyre #2: Added all_fixtures_deserialize Rust test that reads every
.msgpack fixture and verifies it deserializes (corruption guard).
Hoshe #3: Added test_decode_snapshot_malformed_entities_counted test
verifying the decode_errors counter on D-010 boundary violations.
45 client tests, 54 server tests pass.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:57:18 +01:00
jpmschweitzerandClaude Opus 4.6 e1e4e346c7 feat(client): add EntityKind::Player fixture and update multi-entity fixture
Server team added EntityKind::Player variant. Added snapshot_player
fixture and updated snapshot_multi_entity to include all 4 entity kinds
(Player, Npc, Object, Terrain) for complete D-030 Layer 1 coverage.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:44:20 +01:00
jpmschweitzerandClaude Opus 4.6 b9a3d8efea Merge branch 'server' into main (PR #6)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:26:48 +01:00
jpmschweitzerandClaude Opus 4.6 3f4c663242 fix(bridge): improve accept error reporting with address context
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>
2026-02-11 21:16:08 +01:00
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 2cd8786036 fix(bridge): add Disconnected error variant, fix test race condition
Replace string-matching disconnect detection with explicit
BridgeError::Disconnected variant. Add TcpBridge::accept_on(listener)
that takes a pre-bound TcpListener, eliminating the 100ms sleep hack
in TCP tests. Send errors now also trigger ServerRunning=false.
Add trace logging to generate_snapshot for entity count visibility.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:15:56 +01:00
jpmschweitzerandClaude Opus 4.6 a5b88cb735 chore(bridge): format gen_fixtures.rs
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:01:31 +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
jpmschweitzerandClaude Opus 4.6 1b0e514560 feat(bridge): add TCP transport for Godot client connection
Godot has no Unix socket API, so TCP localhost is required for
client-server IPC. TcpBridge implements SimBridge with the same
framing protocol as LocalBridge. Includes accept/connect methods
and three integration tests over TCP.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:01:20 +01:00
jpmschweitzerandClaude Opus 4.6 f6ce7d4046 fix(bridge): use named MessagePack format for wire compatibility
Client-side Protocol.gd expects rmp_serde::to_vec_named() (maps with
string keys), but LocalBridge was using to_vec() (compact positional
arrays). Fix send_snapshot and update all test serialization calls to
match actual wire format. Also change EOF from Ok(vec![]) to
BridgeError::Transport so bridge systems can detect disconnects.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:01:15 +01:00
jpmschweitzerandClaude Opus 4.6 0f75c3194d feat(client): add LocalBridge framing tests and diagonal fixtures
12 new tests covering framing roundtrips, cross-layer Protocol+framing
integration, and diagonal wire mapping. 4 new diagonal movement
fixtures generated from Rust for D-030 Layer 1 cross-language
verification. 33/33 tests pass.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 20:59:46 +01:00
jpmschweitzer 56ee8305ae Merge origin/client into main 2026-02-11 20:26:17 +01:00
jpmschweitzerandClaude Opus 4.6 f87bd2b0e5 feat(simulation): add entity-entity collision
validate_movement now checks both terrain walkability AND tile
occupancy. Builds a spatial index of occupied tiles from stationary
entities, then resolves movers in order — first valid claim wins.

Same spatial pattern needed for D-026 simulation tiers (30-80 active
NPCs) and future pathfinding occupied-tile awareness.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 20:15:24 +01:00