RUDPFramework/openspec/changes/archive/2026-03-29-expand-regressio.../tasks.md

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1. Client Gameplay Flow Coverage

  • 1.1 Add or extend edit-mode client tests that prove fire intent sends ShootInput through the dedicated gameplay path and only retain MessageManagerTests assertions needed for reliable-lane policy regressions.
  • 1.2 Add edit-mode regression tests that deliver authoritative CombatEvent messages through the client receive path and verify player-owned authoritative state, presentation, or diagnostics apply hit/damage/death/rejection results from server truth.
  • 1.3 Add any minimal production-safe observability seams needed for the client gameplay tests without introducing Unity dependencies into shared networking code.

2. Snapshot And End-To-End Coverage

  • 2.1 Add edit-mode regression tests that cover remote PlayerState buffering, stale snapshot rejection, and interpolation-versus-clamp decisions where practical.
  • 2.2 Add at least one deterministic fake-transport gameplay-flow test that drives MoveInput -> PlayerState through the authoritative server path.
  • 2.3 Extend that fake-transport gameplay-flow coverage to also drive ShootInput -> CombatEvent and verify the combined flow protects client single-session input behavior plus server multi-session authority.

3. Tracking And Verification

  • 3.1 Update TODO.md to mark the gameplay-flow regression coverage items completed or narrowed to any remaining follow-up work.
  • 3.2 Keep the new regression suite organized under Assets/Tests/EditMode/Network/ with names and fixtures that separate lane-policy tests from higher-level gameplay-flow tests.
  • 3.3 Run dotnet build Network.EditMode.Tests.csproj -v minimal and dotnet test Network.EditMode.Tests.csproj --no-build -v minimal, then record the actual result in the implementation summary.