Embed the sim in the game binary; drop networking
The client becomes the game: it owns a Sim instance and advances it with a fixed-timestep accumulator (24 Hz ticks, rendering at frame rate). Rendering, pathfinding and collision read the World directly instead of a chunk cache. Sim::pending (window slot maps, late rule, horizon) is replaced by one intent per entity for the next movement window — set_action replaces, executing the window consumes. The whole client prediction/reconciliation machinery (tick estimation, RTT lead, retraction, replay) is gone with the latency it was built for; click-to-move now syncs the route against the sim position after every window. Removed: server, netsim, shared (wire types), client/net.rs. client renamed to game. Headless tests cover the intent model. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5
parent
303c587aee
commit
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@@ -228,15 +228,6 @@ version = "0.2.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "613afe47fcd5fac7ccf1db93babcb082c5994d996f20b8b159f2ad1658eb5724"
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[[package]]
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name = "client"
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version = "0.1.0"
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dependencies = [
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"bytemuck",
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"pbio",
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"shared",
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]
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[[package]]
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name = "codespan-reporting"
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version = "0.12.0"
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@@ -443,6 +434,14 @@ version = "0.3.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "aa9a19cbb55df58761df49b23516a86d432839add4af60fc256da840f66ed35b"
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[[package]]
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name = "game"
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version = "0.1.0"
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dependencies = [
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"pbio",
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"sim",
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]
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[[package]]
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name = "gethostname"
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version = "1.1.0"
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@@ -854,10 +853,6 @@ dependencies = [
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"jni-sys 0.3.0",
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]
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[[package]]
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name = "netsim"
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version = "0.1.0"
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[[package]]
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name = "num-traits"
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version = "0.2.19"
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@@ -1471,23 +1466,6 @@ dependencies = [
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"syn",
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]
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[[package]]
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name = "server"
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version = "0.1.0"
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dependencies = [
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"bytemuck",
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"shared",
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"sim",
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]
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[[package]]
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name = "shared"
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version = "0.1.0"
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dependencies = [
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"bytemuck",
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"sim",
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]
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[[package]]
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name = "shlex"
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version = "1.3.0"
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