Record generic Unity gameplay proof
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@ -285,13 +285,33 @@ Exit criteria:
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## Active Work Queue
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1. Replace EveUnity's scoped per-chunk CDN requests with a persistent transfer
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session while retaining content-addressed disk caching and hash checks.
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2. Add generic action/combat command evidence and improve runtime-owned camera
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framing for provider-authored world assets.
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1. Move the browser/Electron Aetheria product frontends onto the same
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advertisement, command, receipt, and interactive-world authority used by
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the generic Unity client.
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2. Turn the Unity live witness into a conformance-pack attachment with cold and
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warm asset-transfer timings, command receipts, and screenshot metrics.
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Recently cut:
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- CultLib now owns `CultMeshSnapshotSession`, a retained endpoint connection
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for ordered bulk snapshot transfer. RUDP ACK packets are sequence-neutral,
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fragmented data is acknowledged as it arrives, and sequenced control packets
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release ordered frames they unblock. This removes the unreliable-control
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gaps and per-chunk reconnect churn that previously made CDN transfer stall.
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- EveUnity uses the retained session only for CultMesh CDN manifests/chunks;
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live surface and receipt snapshots retain their scoped authority. It batches
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two 24 KiB chunks per request, verifies the completed bundle, and caches it
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by SHA-256. A cold-cache Aetheria witness transferred 384 chunks and passed
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in 165 seconds; the corresponding warm-cache witness passed in under a
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minute including CultLib rebuild and Unity startup.
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- The generic Unity witness now proves movement, target acquisition, and fire
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action through the advertised world commands and authoritative receipts.
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Aetheria's daemon-owned `ProjectileWeapon` state is now the fire-capability
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authority for group zero, and player firing consumes the submitted daemon
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intent instead of relying on legacy loadout groups. Runtime camera framing
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uses aggregate authored-renderer bounds; the resulting frame is attached at
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`E:\Projects\EveUnity\artifacts\aetheria-daemon\aetheria-daemon-world.png`.
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- The clean EveUnity PlayMode client now consumes Aetheria's independently
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running daemon without importing Aetheria code. Aetheria builds its authored
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prefabs into a provider-owned Unity AssetBundle, advertises an Eve core asset
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