Hoshe (code quality): - Remove dead RoomMember component from reset.rs - Remove execute_reset (dual API trap); plan_reset is sole production path - .unwrap() → .expect() on reset_plate in setup_gauntlet boot path - Add 10s read timeout to TCP runtime test (prevents hangs) - Register player in EntityRegistry in runtime boot test - Document room_at z-range and corridor overlap assumptions - Derive entity count from EXPECTED_ENTITY_COUNT constant (was hardcoded 24) - Add reset plate (49-51) verification to stable_id_ranges_match_spec - Add debounce exact boundary test (tick 9 rejected, tick 10 accepted) Tyre (architecture): - Gate test_world rooms/constants/setup behind "gauntlet" feature (default-on); reset module stays always-compiled (production dependency via input system) - Document setup_gauntlet scheduler bypass for future tracking - Extract runtime TCP test to content_runtime.rs (separate failure modes) 507 tests passing. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
16 lines
497 B
Rust
16 lines
497 B
Rust
// The Settled Reach - Simulation Server
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// Rust/bevy_ecs simulation server for D-010 client-server architecture
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pub mod bridge;
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pub mod cause_chain;
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pub mod content;
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pub mod knowledge;
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pub mod npc;
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pub mod perception;
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pub mod simulation;
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pub mod storyteller;
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// test_world::reset is always compiled (used by simulation::input).
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// Room definitions, constants, and setup_gauntlet are gated behind
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// the "gauntlet" feature (default-on) to allow stripping from release builds.
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pub mod test_world;
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