## Why The current client prediction replay path uses a one-shot replay of an accumulated input duration, while live prediction uses fixed-step integration. This mismatch causes local player jitter during steady turn-and-move input — the replay produces a different trajectory than forward prediction for the same input sequence. ## What Changes - Replace one-shot replay of accumulated input duration with fixed substeps matching the live prediction integration shape - Ensure replay uses the same movement math (turn-and-move input handling) as normal `FixedUpdate` prediction - Add regression test comparing live prediction vs replayed prediction under the same turn/throttle sequence - Introduce explicit diagnostics for acknowledged move tick, predicted pose, authoritative pose, and correction magnitude ## Capabilities ### New Capabilities - `client-prediction-replay`: Replay of pending client inputs after authoritative state acknowledgement uses fixed-step substeps that mirror live prediction integration, ensuring identical trajectory output for identical input sequences - `client-prediction-diagnostics`: Explicit diagnostics exposing acknowledged move tick, predicted pose, authoritative pose, and correction magnitude per snapshot for regression testing and runtime debugging ### Modified Capabilities - `client-authoritative-player-state`: Add requirement that replay integration must use fixed substeps matching live prediction cadence, not accumulated one-shot duration ## Impact - **Affected code**: `ClientPredictionBuffer`, movement integration paths in `MovementComponent` or equivalent - **No breaking API changes** to message types or transport - **Testing impact**: New regression tests required for prediction/replay parity