Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
45 lines
4.0 KiB
Plaintext
45 lines
4.0 KiB
Plaintext
RUN test_observer_view_buffer.py
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PASS: actual view buffer validates samples, follows position/roll/FOV, rejects stale/foreign/reordered data, interpolates without drift and expires gaps
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RUN test_observer_view_relay.py
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PASS: actual relay rejects noncanonical sources, live/foreign/stale viewers, invalid/replayed/fast packets; bounds leases and owner-only target delivery
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RUN test_observer_head_visibility.py
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PASS: native head/helmet fade is local, target-scoped, restored on exit/switch and does not overwrite a later camera owner
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RUN test_participant_selection.py
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PASS: actual CurrentActor, SpawnPosition and observer-selection methods reject pending/unregistered/replaced/recycled/foreign bodies; canonical live selection and roster-corpse cycling, unconscious following and prison/geometry fallback preserved; native boundaries adapted
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RUN test_spectator_recovery.py
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PASS: actual input dispatch, one press per edge, menu-held suppression; actual revival camera handoff with editor close/retry, missing camera, replacement body and stopped round
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RUN test_spectator_guidance.py
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PASS: actual reason/availability guidance and refresh matrix; no-target copy omits cycling, hint retry retained, existing command/admin paths unchanged; native UI pending
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PASS: actual client camera policy closes immediately on healing or mission end; late unconscious metadata cannot keep the view active
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RUN test_unconscious_controls.py
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PASS: arrow press/release, held keys, opposing keys, disabled/menu input and firearm-only retention
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RUN test_observer_ownership.py
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PASS: actual observer monitor/recovery/cleanup rejects retained old controller, preserves new camera/editor/hints/timer, restarts once and retains normal recovery; native effects modeled from SDK, no runtime claim
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RUN test_hint_delivery.py
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PASS: actual guide ownership and scoped timer cancellation, current-controller preservation/reacquisition, hint retry/dedup and observer boundaries; native UI not exercised
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RUN test_native_observer_selector.py
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PASS: wrong observer fixture selector rejected before runtime/profile setup; no engine launched
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RUN test_initial_admission_exhaustion.py
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PASS: actual initial admission exhaustion and ServerTick grace; new/pending/empty/controller/life guards, normal death preserved
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RUN test_recovery_policy.py
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PASS: recovery state excludes dead bodies, preserves reservations, requires controlled rescuers and distinguishes empty/all-dead teams
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RUN test_gameplay_session_regressions.py
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PASS: real-session mortar deadline, failed-support convoy admission and hunter survivor/recovery gates
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PASS: native-route retry preserves delivered target, limits attempts and suspends during combat
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RUN test_command_maintenance.py
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PASS: actual Core maintenance/default/tick/stop methods; empty/populated authority, terminal reentry, no tactical resume or new scheduler; native boundaries substituted
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RUN test_player_admission_policy.py
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PASS: player admission phase/life/identity/controller matrix, preload displacement limits, pending reservation overlap and owner exclusion
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RUN test_reconnect_recovery.py
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PASS: original body/equipment retained past old timeout; expiry, death, canonical account/body, occupied controller, failed handoff and no replacement life
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RUN test_welcome_identity.py
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PASS: account greeting survives client/controller/round changes; owner validation, delayed readiness, idempotent retry, stale replies and bounded ledger
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RUN test_spawn_retry_budget.py
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PASS: actual admission attempt budget bounds blocked/missing prerequisites; preparation, spent life and async pending remain protected
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PASS: delayed admission retry retains controller ownership across same-account recycled connection IDs
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RUN test_player_medical.py
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PASS: authority-scoped slow recovery, bleeding pauses resilience, medicine unaffected, player-only lethal damage cap without healing
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PASS: bleeding severity survives low health, retains armour, causes no knockout and restores the actual damage/blood-loss cap
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PASS: viable passive recovery survives native delay; bleeding, disabled/full effects and low-blood resilience do not block defeat
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PASS: 19 targeted regression checks
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