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