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14698d4ccb
An Opus subagent's adversarial review of Phase 2 found real bugs the smoke tests couldn't catch, since constant-velocity dead reckoning still moves a ship far enough to pass a "moved > 1.0" check: - The interpolator never actually interpolated. NetInterpolator.to_tick() assumes physics_frame * TICK_MS == Time.get_ticks_msec() on the server, which is off by a steady ~45-55ms in practice (real startup work before the first physics step, widened by any dropped tick). Every sample_at() call took the extrapolation branch, 100% of the time, defeating the interpolation buffer entirely. Fixed with a shared, min-filtered rolling bias estimate in networked_match.gd, applied before every to_tick() call. - Goals caused a ~27m visual slide: _reset_gen was bumped before the queued teleport actually landed, so the client's buffer-clear kept exactly the stale in-goal sample and lerped a slide to the next, real one. Fixed by tracking the tick the goal was detected on and only bumping the generation once strictly later ticks confirm the teleport has landed - a naive "next _physics_process" boolean flag doesn't work, since a goal Area's body_entered fires before that same tick's _physics_process runs, not on the next one. - _local_input_sampler (a Node, never added to the tree) was never freed - this was the unexplained "3 resources still in use at exit" warning on every Phase 2 test run. - Ball angular velocity decoded 8x too small (rescale_avel was never called); get_server_time_estimate_ms() was used before the clock had synced; net_sim.gd's delayed-send timer stopped ticking while the tree was paused and didn't check connection status before firing; _broadcast_snapshot's ball index could silently break if a ship were ever despawned; declared-but-unemitted HUD lifecycle signals showed a permanently frozen timer widget. Also confirmed, empirically, several things the review checked and found fine: a hostile client sending malformed input cannot crash the server, skipping GameMode's super() drops nothing load-bearing, deterministic slot assignment is correct with 2 real simultaneous clients, and RPC authority enforcement genuinely rejects a forging client. All fixes verified with real two-process runs (including forcing an actual goal and reading the server's own broadcast stream) and temporary instrumentation, removed once each fix was confirmed. Full Phase 1 + Phase 2 regression suite, including the net-sim-latency milestone gate, re-run clean after every fix.