## MODIFIED Requirements ### Requirement: Server broadcasts authoritative `PlayerState` snapshots on the sync cadence 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 both the authoritative snapshot tick for client stale rejection or interpolation and the last acknowledged `MoveInput.Tick` for client reconciliation. Authoritative HP changes produced by server-side combat resolution MUST be reflected in later snapshots for the affected peer. #### Scenario: Authority update step emits sync-lane player snapshots - **WHEN** the server reaches a configured authority broadcast cadence while one or more managed peers have authoritative player state - **THEN** it sends `PlayerState` snapshots using the sync-lane delivery policy when a distinct sync transport exists - **THEN** each snapshot includes the authoritative position, rotation, velocity, HP, snapshot tick, and acknowledged movement-input tick from server-owned state #### Scenario: Combat-driven HP changes appear in later player snapshots - **WHEN** the server applies authoritative combat damage or death to a managed peer - **THEN** later `PlayerState` snapshots for that peer carry the updated authoritative HP value - **THEN** clients do not need to invent or persist a separate HP truth outside authoritative server snapshots #### Scenario: Reliable transport remains fallback when no sync transport exists - **WHEN** the server broadcasts authoritative `PlayerState` snapshots without a dedicated sync transport - **THEN** the shared routing path still emits `PlayerState` through the existing fallback lane behavior - **THEN** the authoritative snapshot contract remains unchanged