clearup
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## MODIFIED Requirements
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### Requirement: Local player reconciliation applies the full authoritative state by tick
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The controlled client SHALL continue reconciling local prediction from authoritative `PlayerState` snapshots while keeping authoritative HP and optional velocity synchronized with the owned player-state snapshot. Reconciliation MUST use the acknowledged movement-input tick defined by the sync strategy, and the visible controlled-player transform MUST keep authoritative gameplay truth separate from short-lived visual correction state. Small divergence after replay MUST converge through explicit bounded correction state, while large divergence or failed convergence MUST still snap immediately to authoritative `position` and `rotation`.
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#### Scenario: Local authoritative state corrects predicted presentation
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- **WHEN** the controlled player accepts an authoritative `PlayerState` whose acknowledged movement-input tick is `N`
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- **THEN** local reconciliation prunes or replays predicted movement using tick `N` according to the sync strategy
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- **THEN** the controlled player's authoritative gameplay state updates immediately to the accepted `position`, `rotation`, HP, and optional velocity
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- **THEN** the local player's visible transform may temporarily differ only through bounded visual correction state that converges back to the authoritative baseline
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#### Scenario: Consecutive small corrections replace or fold into active visual correction
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- **WHEN** the controlled player accepts a newer authoritative `PlayerState` while a bounded visual correction is still active and the new residual error remains inside the configured bounded-correction limits
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- **THEN** the client updates the active visual correction state according to the sync strategy instead of preserving stale correction targets indefinitely
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- **THEN** the controlled player's authoritative gameplay state still reflects only the newest accepted `PlayerState`
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#### Scenario: Large local divergence bypasses bounded correction
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- **WHEN** the controlled player accepts an authoritative `PlayerState` and the remaining transform error exceeds the configured snap threshold or the active bounded correction can no longer converge within its budget
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- **THEN** the controlled player's visible transform snaps immediately to authoritative `position` and `rotation`
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- **THEN** any temporary visual correction state is cleared before later local prediction resumes from that authoritative baseline
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## MODIFIED Requirements
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### Requirement: Gameplay-flow regressions cover controlled-player correction decisions
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The edit-mode regression suite SHALL cover the controlled-player reconciliation path after authoritative movement replay, including bounded correction for small cadence-aligned error, correction replacement under consecutive authoritative snapshots, and hard snap fallback for large or non-convergent divergence.
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#### Scenario: Controlled-player reconciliation uses bounded correction for small error
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- **WHEN** an edit-mode regression test applies an authoritative local `PlayerState` that leaves only small post-replay divergence
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- **THEN** the controlled-player path keeps authoritative ownership of the snapshot
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- **THEN** visible correction converges without an immediate hard snap on the acceptance frame
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#### Scenario: Controlled-player reconciliation updates active correction on repeated small snapshots
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- **WHEN** an edit-mode regression test feeds multiple authoritative local `PlayerState` updates whose residual divergence remains inside bounded-correction limits while a prior correction is still active
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- **THEN** the controlled-player path replaces or folds the active correction according to the sync strategy
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- **THEN** the test proves the client does not accumulate multiple stale correction tails
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#### Scenario: Controlled-player reconciliation snaps on large divergence
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- **WHEN** an edit-mode regression test applies an authoritative local `PlayerState` that leaves divergence beyond the configured snap threshold
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- **THEN** the controlled-player path immediately applies the authoritative transform state
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- **THEN** later prediction resumes from that authoritative baseline
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#### Scenario: Controlled-player reconciliation snaps after failed convergence
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- **WHEN** an edit-mode regression test feeds consecutive authoritative local `PlayerState` updates that keep bounded correction from converging within the configured budget
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- **THEN** the controlled-player path escalates to a hard snap
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- **THEN** the active correction state is cleared before later local prediction continues
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## MODIFIED Requirements
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### Requirement: Authoritative correction prunes acknowledged prediction history
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The client sync strategy SHALL reconcile local prediction against authoritative player-state updates by pruning acknowledged movement inputs at or before the authoritative acknowledged movement tick and only reapplying newer pending `MoveInput` messages. For the controlled player, reconciliation MUST classify authoritative error after replay into a bounded-correction path for small cadence-aligned divergence and an immediate snap path for large divergence. When bounded correction is already active, later authoritative snapshots MUST deterministically replace, fold into, or escalate that correction based on the newest residual error instead of stacking unbounded visual offsets.
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#### Scenario: Reconciliation removes already acknowledged movement inputs
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- **WHEN** the client accepts an authoritative `PlayerState` update that acknowledges movement tick `N`
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- **THEN** locally buffered predicted `MoveInput` messages with tick less than or equal to `N` are removed from the replay buffer
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- **THEN** only `MoveInput` messages newer than `N` remain eligible for re-simulation
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#### Scenario: Small post-replay error uses bounded correction
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- **WHEN** the controlled client finishes replay after accepting an authoritative `PlayerState` and the remaining position or rotation error stays within the configured bounded-correction threshold
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- **THEN** the client keeps authoritative ownership of the accepted snapshot
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- **THEN** local presentation converges through bounded correction instead of an immediate hard snap on that frame
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#### Scenario: New small error updates active bounded correction
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- **WHEN** the controlled client accepts another authoritative `PlayerState` before the previous bounded correction has finished and the new residual error still stays within bounded-correction limits
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- **THEN** the sync strategy updates the active bounded correction state using the newest authoritative residual error
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- **THEN** the client does not queue multiple independent correction tails for the same controlled player
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#### Scenario: Failed bounded correction escalates to snap
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- **WHEN** the controlled client detects that the residual error from consecutive authoritative updates exceeds the snap threshold or remains non-convergent beyond the configured correction budget
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- **THEN** the client immediately applies the authoritative transform state
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- **THEN** any active bounded correction state is discarded before later prediction continues from the authoritative baseline
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