## MODIFIED Requirements ### Requirement: Gameplay-flow regressions include a fake-transport authoritative round trip The edit-mode regression suite SHALL include at least one deterministic fake-transport test that spans client send behavior, server-authoritative processing, and outgoing authoritative results. That round-trip regression MUST cover `MoveInput -> PlayerState` and `ShootInput -> CombatEvent` within the same MVP gameplay-flow suite, and it MUST assert that authoritative movement stepping follows the configured cadence contract. #### Scenario: Fake-transport round trip preserves server authority across movement and combat - **WHEN** an edit-mode regression test drives gameplay input through fake client/server transports and advances the server authority loop - **THEN** the authoritative server path emits `PlayerState` snapshots in response to movement input using the configured authoritative movement cadence - **THEN** the authoritative server path emits `CombatEvent` results in response to shooting input - **THEN** the combined test protects both client single-session input flow and server multi-session authoritative behavior from regression ### Requirement: Gameplay-flow regressions cover controlled-player correction decisions The edit-mode regression suite SHALL cover the controlled-player reconciliation path after authoritative movement replay, including bounded correction for small cadence-aligned error and hard snap fallback for large divergence. #### Scenario: Controlled-player reconciliation uses bounded correction for small error - **WHEN** an edit-mode regression test applies an authoritative local `PlayerState` that leaves only small post-replay divergence - **THEN** the controlled-player path keeps authoritative ownership of the snapshot - **THEN** visible correction converges without an immediate hard snap on the acceptance frame #### Scenario: Controlled-player reconciliation snaps on large divergence - **WHEN** an edit-mode regression test applies an authoritative local `PlayerState` that leaves divergence beyond the configured snap threshold - **THEN** the controlled-player path immediately applies the authoritative transform state - **THEN** later prediction resumes from that authoritative baseline