fix(player): align edge projections with avatar drag

This commit is contained in:
2026-09-10 01:02:43 +03:00
parent 1396bad76d
commit 5a806fb5b8
5 changed files with 48 additions and 4 deletions
+6
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@@ -24,6 +24,12 @@ intention. Release removes the unsent intention. Consequently a slow socket
cannot accumulate a client-side movement backlog. No browser code predicts a
maze position, collision result, inventory, visibility, timer, or outcome.
Each received projection is translated so its authoritative `self` cell is
directly below the fixed avatar. This replaces rectangle-centering, which could
put the fixed avatar over a wall when a visible projection reached a maze edge.
Drag displacement is measured from the pointer-down position rather than from
the edge of the transparent target, preventing an unintended move on touch.
## Required deployment-network remediation and retest
Do not use the M016 Wi-Fi path for latency acceptance. Place the ESP and both
+3
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@@ -29,6 +29,9 @@ cooldown. The browser keeps one sent move in flight and coalesces all later
drag changes into one latest intention; release discards that unsent intention.
The deflection is local input feedback only. The maze redraws only after a
server-authoritative projection and the browser never predicts a cell change.
For every projection, the browser translates only the received cells so the
authoritative `self` cell stays under the centered avatar; this also keeps the
avatar off a wall when the visible projection reaches a maze boundary.
Commands use the version-one protocol envelope and contain intention data only: