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feat(training): add opt-in teamplay evaluation
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@@ -1457,6 +1457,12 @@ The following Phase 8 slices have local implementation and verification evidence
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The following are not locally certifiable from this workspace and remain open prerequisites rather than silently “done”: Valve/GodotSteam credentials and hosted SDR (7.1–7.8), live PostgreSQL/Redis execution where Docker is unavailable, live Agones/kind lifecycle (8.30–8.38, 8.49), public-network chaos/load/cost/release gates (8.50–8.53), and real-hardware graphics profiling (0.15b onward). `TODO.md`’s AI-training and presentation tasks remain separate from multiplayer and are not marked by this index.
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The deferred teamplay TODO prerequisite is now implemented locally but not
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enabled: team-touch credit is opt-in and the evaluator can run paired 2v2
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matches with `--team-size=2`. No Stage 7 training run or promotion is claimed;
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teamplay still needs recorded behaviour thresholds and a working Godot runtime
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for its end-to-end evaluation.
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The three declared domain fuzz targets have now each completed a bounded 4-second run (`FuzzQueueCreateDoesNotPanic`, `FuzzResultDigestIsDeterministic`, and `FuzzSyncEventApplicationDoesNotPanic`) with no failures; this closes the locally runnable fuzz portion of 8.46. Live Redis failover, further transaction races, and cloud/runtime gates remain explicitly unverified.
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The real ENet integration gate now passes with `GODOT_BIN=/Applications/Godot.app/Contents/MacOS/Godot bash scripts/verify_enet_integration.sh`, covering the `net`, `match-net`, `clock`, `lobby`, and `networked match` process scenarios. The default `GODOT_BIN` remains the portable `godot` PATH lookup for CI; this machine requires the explicit app-bundle path.
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