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docs(multiplayer): split spec into MULTIPLAYER_SPEC.md, trim task doc to outstanding work
multiplayer-next.md was a 1662-line mix of standing architecture spec and task-completion tracking, most of which was dense per-task DONE evidence for finished Phases 0-6. Split it: - MULTIPLAYER_SPEC.md (new): the locked architecture decisions, wire format, server-side input handling, prediction/reconciliation, latency/frame-rate budget, and match lifecycle state machine - standing design reference, not task-tracked. - multiplayer-next.md (trimmed 1662 -> ~370 lines): only outstanding work remains - §0 status, §7 Phase 7/8 task tables condensed to "what's left" per task, §8-11 reference material (refactoring notes, gotchas, testing, flagged items). Phases 0-6 collapsed to a pointer at git history instead of ~500 lines of DONE evidence. Also: - Repointed every `multiplayer-next.md §N` code comment (N 1-6) across Game/scripts, Game/tools and Game/tests to MULTIPLAYER_SPEC.md, since those sections moved. Task-number references (`task N.N`, §7-11) correctly still point at multiplayer-next.md. - Updated CLAUDE.md's doc index and docs/TECH_STACK.md's spec-section citations to match. - TODO.md: added a "what's left to actually finish multiplayer (human-actionable)" checklist pulled from multiplayer-next.md §0 and docs/MATCHMAKING.md - things that need a person (hardware, a design decision, a Steam App ID, hands on a controller), not more agent code.
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@@ -1,7 +1,7 @@
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extends Node
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# One-off GPU frame-time profiling harness for task 0.15b's real-hardware
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# follow-up (multiplayer-next.md §5.5.1) — the automated Mac passes gave
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# follow-up (MULTIPLAYER_SPEC.md §5.5.1) — the automated Mac passes gave
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# inconsistent, sometimes implausible numbers (stale-process contention,
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# and Apple Silicon's tile-based GPU architecture is a poor stand-in for the
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# target reference hardware). Run this directly on a machine with a real
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@@ -47,7 +47,7 @@ func _ready() -> void:
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var match_scene := load("res://scenes/match.tscn") as PackedScene
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_match = match_scene.instantiate()
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# 3v3 = 6 ships, matching the scenario multiplayer-next.md §5.5 measures.
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# 3v3 = 6 ships, matching the scenario MULTIPLAYER_SPEC.md §5.5 measures.
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_match.team_size = 3
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# Direct-scene-run fallback path (see match_mode.gd:_make_opponent_controller)
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# — gives every AI ship a real trained policy so thruster VFX/movement
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