read_framed() called read_exact() which blocked the entire bevy Update
schedule waiting for client input — no systems ran until a keystroke
arrived. Switch TcpStream to non-blocking mode so receive_inputs()
returns Ok(vec![]) on WouldBlock instead of blocking. Toggle to
blocking for snapshot writes (reliable delivery). Add 50ms frame
throttle (~20 ticks/sec) since the non-blocking loop would otherwise
spin. Downgrade input receive logging to trace, add error logging for
missing bridge resource and failed observer queries.
Fixes bug #1 (server never sends snapshots) and #2 (camera doesn't
center until first keystroke).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
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>