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DebugInputInjectionSystem (#if UNITY_EDITOR) gains FireSocket(i, frames) + per-socket hold frames + the OnUpdate socket-event sets, mirroring the legacy Fire injection. Drives the real gather->command->prediction->AbilityFireSystem path per socket for headless validation. Used to validate group-A live (instant-play ServerWorld+ClientWorld): socket 0&1 = a projectile Spark, injected same-frame -> maxSrvProj=2, maxCliProj=2 (server==client parity), distinctSpawnIds=2 with distinctSocketBits=2 (the SpawnId desync fix confirmed LIVE), both per-socket cooldowns advanced. Netcode half of the group-A gate: PASS. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>