Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Additive socket data model per Phase1_Combat_Gym_Build_Spec §3 (no behaviour; legacy
AbilityRef/AbilityCooldown left intact for the step-2 migration):
- AbilitySocket: cold per-socket loadout buffer (EquipmentSlot-modelled, [GhostField] byte
SparkId, SendToOwnerType.All, 4 rows baked empty).
- SocketCooldown: hot owner-predicted per-socket cooldown (4x [GhostField] uint + Burst-safe
switch indexer; SendToOwnerType.All for remote ability-feel parity with AbilityCooldown).
- FrameId: replicated [GhostField] byte frame/class signal (SendToOwner; the class source the
socket model needs since no single ability id maps 1:1 to a class).
Baked onto the player ghost in PlayerAuthoring. L1 clean compile + domain reload.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>