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docs: document movement bootstrap slice
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README.md

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@@ -13,6 +13,7 @@ Current scope of the project:
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- A dedicated pprof/ops HTTP server for profiling goroutines, heap, allocs, mutex contention and blocking.
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- Minimal legacy TCP listeners wired into both `authd` and `gamed`.
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- A stub-compatible binary smoke path that reaches `GAME` with the current public bootstrap flows.
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- A deterministic single-character `MOVE` round-trip wired through the current bootstrap runtime.
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- Multi-stage Docker build with a lightweight runtime image that keeps Go debug information intact by avoiding stripped builds.
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## Near-term goal
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### 6. First in-world behavior
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- [ ] minimal world state
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- [ ] basic movement handling
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- [ ] movement replication/ack path
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- [x] basic movement handling
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- [x] movement replication/ack path
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### 7. Hardening and expansion
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- [~] persistence layer that matches the compatibility target
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Current minimal runtime path exposed by the shipped binaries:
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- `authd`: `HANDSHAKE -> AUTH -> LOGIN3 -> AUTH_SUCCESS`
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- `gamed`: `HANDSHAKE -> LOGIN -> SELECT -> CHARACTER_CREATE? -> CHARACTER_SELECT -> LOADING -> GAME`
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- `gamed`: `HANDSHAKE -> LOGIN -> SELECT -> CHARACTER_CREATE? -> CHARACTER_SELECT -> LOADING -> GAME -> MOVE`
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This is still a bootstrap runtime, not full gameplay.
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What exists today:
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- shared authd -> gamed login tickets
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- file-backed bootstrap account snapshots for the stub login
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- character creation that survives fresh auth/game sessions
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- deterministic single-character `MOVE` replication/ack using the selected character VID
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What still does not exist yet:
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- compatibility-grade persistence matching the legacy target

spec/protocol/boot-path.md

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The client sends a movement packet and the server processes it in the live game phase.
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Expected outcomes:
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- the server updates the character position
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- the server updates the session-scoped selected character position
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- the server emits one deterministic movement replication/ack packet using the selected character VID
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- the client remains connected
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- the movement path becomes the first in-world behavior covered by tests
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spec/protocol/packet-matrix.md

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| Name | Direction | Header | Phase | Status | Notes |
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| --- | --- | --- | --- | --- | --- |
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| `MOVE` | client -> server | `0x0301` | game | documented | first in-world action |
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| `MOVE` | server -> client | `0x0302` | game | planned | replication/ack path |
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| `MOVE` | server -> client | `0x0302` | game | documented | deterministic single-character replication/ack path frozen by tests |
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| `SYNC_POSITION` | client -> server | `0x0303` | game | planned | not part of the first movement milestone |
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| `SYNC_POSITION` | server -> client | `0x0304` | game | planned | not part of the first movement milestone |
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| `WARP` | client -> server | `0x0305` | game | planned | out of early scope |

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