process TODO.md step2
This commit is contained in:
@@ -71,3 +71,16 @@ The networking stack SHALL route sync-designated traffic through the sync transp
|
||||
#### Scenario: Dedicated sync transport unavailable
|
||||
- **WHEN** sync-designated traffic is sent from a session whose integration wiring does not include a sync transport
|
||||
- **THEN** the traffic SHALL be dispatched on the primary reliable transport without failing session operation
|
||||
|
||||
### Requirement: Client gameplay input preserves movement and shooting lane semantics
|
||||
The client gameplay-input flow SHALL preserve the MVP delivery-lane contract when sending gameplay actions. Explicit zero-vector `MoveInput` updates generated on input release MUST remain valid high-frequency sync traffic, and `ShootInput` generated from local fire intent MUST use the reliable ordered lane.
|
||||
|
||||
#### Scenario: Stop movement update remains sync traffic
|
||||
- **WHEN** the controlled client sends a zero-vector `MoveInput` after releasing movement input
|
||||
- **THEN** the message is still treated as `MoveInput` for delivery-policy resolution
|
||||
- **THEN** the networking stack routes it through the high-frequency sync lane when one is configured
|
||||
|
||||
#### Scenario: Shoot input remains reliable traffic
|
||||
- **WHEN** the controlled client sends `ShootInput` from the MVP fire-input path
|
||||
- **THEN** the networking stack resolves that message to the reliable ordered lane
|
||||
- **THEN** firing intent does not share the latest-wins sync delivery behavior used for movement updates
|
||||
|
||||
Reference in New Issue
Block a user