test(runtime): add unattended connected R6 soak
Drive turn, movement, jump, and combat through the production InputDispatcher so connected Release testing works without an interactive Windows desktop. Track held automation actions through normal completion and every shutdown path. Add a seven-destination ACE route with post-liveness memory, allocation, update, fatal-log, outbound-movement, and graceful-close gates. Record dynamic ACE population changes as context instead of a false lifetime oracle, and document the accepted rebaseline. Co-authored-by: OpenAI Codex <codex@openai.com>
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# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-07-17. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels with authored rows and selected-spell details, the complete seven-control gameplay indicator strip and its Character Information/Link/Vitae detail pages, and shared `gmPanelUI` geometry/switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
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**Status:** Living document. Updated 2026-07-20. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels with authored rows and selected-spell details, the complete seven-control gameplay indicator strip and its Character Information/Link/Vitae detail pages, and shared `gmPanelUI` geometry/switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
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**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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---
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@ -916,8 +916,17 @@ diagnostic scaffolding, not yet the final collision system.
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PositionManager facade remains the final R6 ownership cleanup.
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Final 2026-07-20 gate: three independent retail/architecture/adversarial
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re-reviews are clean; Release build is warning-free; the repository suite is
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6,446 passed / 5 skipped. A connected locomotion/collision/projectile/
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teleport visual and performance rebaseline remains the next gate.
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6,452 passed / 5 skipped. The unattended connected Release rebaseline also
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passes: seven portal materializations across Caul, Sawato, Rynthid,
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Aerlinthe, Holtburg, and same-location revisits; production-dispatcher turn,
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forward, charged-jump, and combat inputs; outbound movement evidence;
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post-25-second lifecycle samples; no fatal runtime diagnostics; and graceful
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WM_CLOSE teardown. Same-location update p95 remained 1.2 -> 1.1 ms at Caul
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and 0.2 -> 0.3 ms at Sawato. ACE generator population changes are reported
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rather than treated as client leaks. Absolute FPS/GPU timing remains
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session/display-path evidence, not an RDP-stable gate. The connected visual
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locomotion/collision/projectile/teleport comparison remains for the next
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local viewing session.
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- **L.2g — Inbound motion interpretation (remote-entity CMotionInterp funnel).**
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ACTIVE 2026-07-02. Port retail's inbound motion pipeline verbatim for ALL
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remote entities (players, NPCs, monsters — one funnel, user-approved):
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