process TODO.md step8
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@@ -31,12 +31,17 @@ The shared server networking path SHALL own the final movement state for each ma
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- **THEN** subsequent authoritative state snapshots reflect that stopped state until a newer movement input is accepted
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### Requirement: Server broadcasts authoritative `PlayerState` snapshots on the sync cadence
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The shared server networking path SHALL emit authoritative `PlayerState` snapshots for managed peers at a fixed cadence using the existing sync-lane message contract. Each snapshot MUST be derived from the server-owned movement state and include the authoritative tick for client reconciliation and interpolation.
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The shared server networking path SHALL emit authoritative `PlayerState` snapshots for managed peers at a fixed cadence using the existing sync-lane message contract. Each snapshot MUST be derived from the server-owned authoritative player state and include the authoritative tick for client reconciliation and interpolation. Authoritative HP changes produced by server-side combat resolution MUST be reflected in later snapshots for the affected peer.
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#### Scenario: Authority update step emits sync-lane player snapshots
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- **WHEN** the server reaches a configured authority broadcast cadence while one or more managed peers have authoritative movement state
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- **WHEN** the server reaches a configured authority broadcast cadence while one or more managed peers have authoritative player state
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- **THEN** it sends `PlayerState` snapshots using the sync-lane delivery policy when a distinct sync transport exists
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- **THEN** each snapshot includes the authoritative position, rotation, velocity, and tick from server-owned state
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- **THEN** each snapshot includes the authoritative position, rotation, velocity, HP, and tick from server-owned state
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#### Scenario: Combat-driven HP changes appear in later player snapshots
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- **WHEN** the server applies authoritative combat damage or death to a managed peer
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- **THEN** later `PlayerState` snapshots for that peer carry the updated authoritative HP value
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- **THEN** clients do not need to invent or persist a separate HP truth outside authoritative server snapshots
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#### Scenario: Reliable transport remains fallback when no sync transport exists
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- **WHEN** the server broadcasts authoritative `PlayerState` snapshots without a dedicated sync transport
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