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>
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>
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>
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>
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>
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>
Add diagonal PlayerAction variants (MoveNortheast, MoveNorthwest,
MoveSoutheast, MoveSouthwest) and TilePosition::all_neighbors()
returning all 8 surrounding tiles. Genre-expected for immersive sim.
Establishes the movement pattern before pathfinding is built on top.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace .lock().unwrap() with .expect("mutex poisoned") in LocalBridge
for clearer panic messages. Document 16MB MAX_MESSAGE_SIZE rationale
in framing.rs with entity count sizing analysis.
Addresses Hoshe PR review suggestions.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
TilePosition component with discrete grid coordinates, flat-storage
WalkabilityMap resource with O(1) can_move_to() lookup, MoveIntent
component and validate_movement system. Movement validated against
walkability map each tick, blocking all NPC and player movement
through unwalkable tiles. 11 unit tests + 1 integration test.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Length-prefixed MessagePack framing (4-byte BE length + payload),
LocalBridge struct implementing SimBridge trait over Unix domain
sockets, BridgeResource wrapper for ECS integration. Adds Io
error variant to BridgeError. Two integration tests verify
snapshot and input round-trips over real sockets.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>