Docs: session log — group-A L3 netcode gate PASS (live server==client + SpawnId fix)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -46,9 +46,14 @@ essence (one atlas, ~3 materials, zero per-asset texturing). The in-engine style
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## Open / deferred (surfaced, NOT silent)
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- **Group-A L3 gate (NEXT):** two-player Play + induced-rollback for the predicted `SocketCooldown` (NP-4
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gate) + the operator's eyes on muzzle/anim/HUD. Needs a socketed Spark (sockets bake empty) — a default gym
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loadout (socket0=Primary projectile, socket1=Cone) makes firing testable.
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- **Group-A L3 gate — NETCODE HALF: PASS.** Live instant-play validation (guardian over ServerWorld +
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ClientWorld; socket-fire injection added to `DebugInputInjectionSystem`): socket 0&1 = a projectile Spark,
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fired same-frame → `maxSrvProj=2 maxCliProj=2` (server==client parity), `distinctSpawnIds=2` +
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`distinctSocketBits=2` (the SpawnId desync fix confirmed LIVE), both per-socket cooldowns advanced. **FEEL
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HALF deferred to post-Group-B** (operator's choice — the visual muzzle/anim/HUD read is meaningful against
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real Sparks). **Induced-rollback (NP-4 belt-and-suspenders)** still wants a 2-instance/packet-loss session;
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the predicted `SocketCooldown` is a `[GhostField]` scalar (proven rollback shape) + the fire path is
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server==client, so the core is sound.
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- **AbilityRef-removal cleanup:** the `FrameId` server-writer + the 2 class-HUD re-points + `HudSystem`'s
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ability bar + removing legacy `AbilityRef`/`AbilityCooldown`/`EffectiveAbilityStats` — deferred because
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`AbilityRef` still works as the class signal through the transition (no feel regression).
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