RUDPClient/openspec/changes/archive/2026-03-28-align-client-inp.../tasks.md

1.5 KiB

1. Update Controlled-Player Input Capture

  • 1.1 Refine the controlled-player movement input flow so releasing input emits one zero-vector MoveInput while continued idle frames do not spam duplicate stop packets.
  • 1.2 Preserve immediate local movement prediction for the controlled player across both non-zero movement and release-to-stop transitions.
  • 1.3 Add an MVP shooting input capture path in the Unity-side controlled-player flow, including direction/target defaults that fit the current scene setup.

2. Align Network Send Boundaries With Split Gameplay Messages

  • 2.1 Add NetworkManager.SendShootInput(...) and route the new client fire path through ShootInput.
  • 2.2 Ensure client gameplay actions are sent only as MoveInput and ShootInput, with no remaining controlled-player dependence on legacy broad gameplay messages such as PlayerAction.
  • 2.3 Keep any local shooting feedback optional and cosmetic so authoritative combat still depends on server-driven messages.

3. Verify MVP Input-Flow Regressions

  • 3.1 Add or update tests covering explicit stop-message emission and the split-message-only gameplay send path.
  • 3.2 Add or update tests covering that ShootInput from the client path resolves to the reliable lane while MoveInput stop updates remain sync-lane traffic.
  • 3.3 Run dotnet build Network.EditMode.Tests.csproj -v minimal and dotnet test Network.EditMode.Tests.csproj --no-build -v minimal after implementation.