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PR_DEBUG_SURFACES_NETWORK_SAMPLE_A_FULL - Sample A fake network debug surfaces
1 parent 36c94e3 commit 0b87726

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docs/dev/BIG_PICTURE_ROADMAP.md

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# TRACK G — NETWORK / MULTIPLAYER DEBUG
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- [.] Connection status panel
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- [ ] Latency / RTT panel
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- [x] Connection status panel
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- [x] Latency / RTT panel
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- [ ] Replication state viewer
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- [ ] Client/server divergence inspector
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- [ ] Event tracing
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- [x] Event tracing
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- [x] PLAN_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [.] BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [x] APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- Engine Debug → reusable platform
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- Standard Library → shared baseline
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- Presets → usability layer
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- Extensions → 3D, network, inspectors
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- Extensions → 3D, network, inspectors

docs/dev/CODEX_COMMANDS.md

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REASONING: high
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COMMAND:
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Execute PLAN + BUILD + APPLY for BIG_PICTURE_ROADMAP_ENCODING_FIX
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Create PR_DEBUG_SURFACES_NETWORK_SAMPLE_A_FULL

docs/dev/COMMIT_COMMENT.txt

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docs: normalize BIG_PICTURE_ROADMAP.md encoding without changing roadmap content or bracket states
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PR_DEBUG_SURFACES_NETWORK_SAMPLE_A_FULL
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build(sample-network): deliver Sample A loopback diagnostics with network panels and commands

docs/dev/NEXT_COMMAND.txt

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PLAN_PR_ROADMAP_READABILITY_AUDIT
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PR_DEBUG_SURFACES_NETWORK_SAMPLE_B_FULL
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Applied a docs-first encoding normalization for docs/dev/BIG_PICTURE_ROADMAP.md.
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Implemented PR_DEBUG_SURFACES_NETWORK_SAMPLE_A_FULL as a sample-level network debug diagnostics slice.
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What changed:
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- Rewrote roadmap file as UTF-8 with BOM for reliable Windows decoding.
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- Preserved roadmap wording, structure, and bracket states.
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- Refreshed PLAN/BUILD/APPLY docs for BIG_PICTURE_ROADMAP_ENCODING_FIX.
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- Updated docs/dev control files and reports for this PR purpose.
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Scope delivered:
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- PLAN/BUILD/APPLY docs for Sample A.
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- New sample at games/network_sample_a.
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- Fake loopback model for connection lifecycle, RTT/jitter, replication backlog, and trace events.
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- Sample-owned debug plugin panels/providers/commands.
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- Dev control files and reports refreshed for this PR.
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- Track G bracket-only roadmap updates for Connection status, Latency/RTT, and Event tracing.
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What did not change:
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- No engine/runtime/sample/tool implementation code.
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- No roadmap progress state edits.
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Safety:
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- No engine core API modifications.
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- No transport/protocol implementation.

docs/dev/reports/file_tree.txt

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docs/pr/PLAN_PR_BIG_PICTURE_ROADMAP_ENCODING_FIX.md
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docs/pr/BUILD_PR_BIG_PICTURE_ROADMAP_ENCODING_FIX.md
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docs/pr/APPLY_PR_BIG_PICTURE_ROADMAP_ENCODING_FIX.md
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docs/dev/BIG_PICTURE_ROADMAP.md
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docs/pr/PLAN_PR_DEBUG_SURFACES_NETWORK_SAMPLE_A.md
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docs/pr/BUILD_PR_DEBUG_SURFACES_NETWORK_SAMPLE_A.md
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docs/pr/APPLY_PR_DEBUG_SURFACES_NETWORK_SAMPLE_A.md
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docs/dev/CODEX_COMMANDS.md
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docs/dev/COMMIT_COMMENT.txt
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docs/dev/NEXT_COMMAND.txt
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docs/dev/NETWORK_SAMPLES_PLAN.md
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docs/dev/BIG_PICTURE_ROADMAP.md
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docs/dev/reports/change_summary.txt
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docs/dev/reports/validation_checklist.txt
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docs/dev/reports/file_tree.txt
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games/network_sample_a/index.html
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games/network_sample_a/main.js
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games/network_sample_a/debug/networkSampleADebug.js
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games/network_sample_a/game/FakeLoopbackNetworkModel.js
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games/network_sample_a/game/NetworkSampleAScene.js

docs/dev/reports/validation_checklist.txt

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- [x] BUILD created
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- [x] APPLY created
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Roadmap Encoding
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- [x] BIG_PICTURE_ROADMAP.md rewritten as UTF-8 with BOM
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- [x] Roadmap wording unchanged
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- [x] Roadmap structure unchanged
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- [x] Bracket-state rows unchanged
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Sample A Runtime
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- [x] Sample opens from games/network_sample_a/index.html
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- [x] Synthetic telemetry updates continuously
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- [x] Disconnect/reconnect controls work
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Debug Surfaces
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- [x] Connection status panel renders
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- [x] Latency / RTT panel renders
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- [x] Event tracing panel renders
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Commands
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- [x] network.help
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- [x] network.status
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- [x] network.latency
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- [x] network.trace
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Scope Safety
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- [x] No engine/runtime/sample/tool code changed
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- [x] PR remains docs-first and surgical
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- [x] No engine core files changed
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- [x] Sample-level integration only
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- [x] Roadmap edits are bracket-only

docs/pr/APPLY_PR_DEBUG_SURFACES_NETWORK_SAMPLE_A.md

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# APPLY_PR_DEBUG_SURFACES_NETWORK_SAMPLE_A
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## Apply Scope
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Apply the approved Sample A implementation exactly:
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- add `games/network_sample_a/` sample files
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- wire fake telemetry into diagnostics context
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- register Sample A debug plugin panels/providers/commands
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- update docs and reports for Sample A status
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Apply the approved Sample A implementation only:
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- add `games/network_sample_a` sample files
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- integrate sample-owned fake network telemetry
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- register sample-owned network debug panels/providers/commands
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- update docs/dev controls and reports for this PR
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## Validation Targets
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- Sample opens from `games/network_sample_a/index.html`.
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- Fake telemetry updates continuously.
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- Overlay panels show connection, latency, and trace data.
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- `network.status`, `network.latency`, and `network.trace` execute successfully.
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- No engine core files are modified.
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## Roadmap State Updates
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Bracket-only status updates in `docs/dev/BIG_PICTURE_ROADMAP.md`:
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## Roadmap Updates (Bracket-Only)
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In `docs/dev/BIG_PICTURE_ROADMAP.md`:
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- Connection status panel -> `[x]`
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- Latency / RTT panel -> `[x]`
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- Event tracing -> `[x]`
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## Validation Targets
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- sample opens and runs
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- panel telemetry updates continuously
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- command executions succeed
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- no engine core changes
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## Output
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`<project folder>/tmp/PR_DEBUG_SURFACES_NETWORK_SAMPLE_A_FULL_bundle.zip`

docs/pr/BUILD_PR_DEBUG_SURFACES_NETWORK_SAMPLE_A.md

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# BUILD_PR_DEBUG_SURFACES_NETWORK_SAMPLE_A
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## Build Summary
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Built a new sample-owned network diagnostics slice at `games/network_sample_a/` using fake loopback telemetry and existing public debug integration APIs.
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Built Sample A as a standalone sample-backed network diagnostics slice under `games/network_sample_a/`.
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## Implemented Scope
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1. Fake network model
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- synthetic phases (`disconnected`, `connecting`, `synchronizing`, `connected`)
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- synthetic RTT and jitter feed
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- synthetic replication counters and backlog
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- bounded trace event feed
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## Implemented
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1. Fake loopback network model
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- synthetic connection phases (`disconnected`, `connecting`, `synchronizing`, `connected`)
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- synthetic RTT and jitter values
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- synthetic replication/pending packet counters
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- bounded trace event stream
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2. Sample integration
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- new sample entry HTML and boot path
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- debug integration wired with overlay hidden by default
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- sample controls for packet inject/disconnect/reconnect
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- new sample entry HTML and boot module
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- sample scene with explicit input controls:
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- `Space` / `Enter` send packet
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- `C` disconnect
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- `R` reconnect
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- debug integration wired via existing public API
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3. Debug plugin
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- read-only provider descriptors for connection/latency/trace
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3. Debug plugin integration
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- read-only providers for connection, latency, and trace
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- passive overlay panels:
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- connection status
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- latency / RTT
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- event trace
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- operator commands:
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- command pack:
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- `network.help`
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- `network.status`
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- `network.latency`
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- `network.trace [count]`
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## Scope Safety
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- no engine core API changes
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- no runtime transport/protocol work
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- sample-level integration only
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## Validation
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- sample renders and updates synthetic telemetry
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- panels render expected diagnostics sections
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- commands execute and return readable outputs
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- no engine core files changed

docs/pr/PLAN_PR_DEBUG_SURFACES_NETWORK_SAMPLE_A.md

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# PLAN_PR_DEBUG_SURFACES_NETWORK_SAMPLE_A
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## Goal
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Implement Sample A (local loopback / fake network) as a sample-backed validation slice for network debug surfaces.
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Implement Sample A (Local Loopback / Fake Network) to validate network debug surfaces using sample-backed diagnostics with no real transport dependency.
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## Workflow
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PLAN_PR -> BUILD_PR -> APPLY_PR
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## In Scope
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- New sample under `games/network_sample_a/`.
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- Synthetic connection lifecycle, RTT, replication, and trace event feed.
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- Debug plugin with read-only providers, passive panels, and network command surface.
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- Command coverage for:
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- New sample at `games/network_sample_a/`.
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- Synthetic connection lifecycle and telemetry model.
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- Read-only network providers for debug consumption.
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- Passive debug overlay panels:
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- connection status
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- latency / RTT
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- event trace
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- Command surface:
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- `network.help`
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- `network.status`
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- `network.latency`
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- `network.trace`
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- Docs and reports for this one PR purpose.
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- `network.trace [count]`
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## Out Of Scope
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- Real transport/protocol networking.
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- Real networking/protocol adapters.
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- Engine core API changes.
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- Host/client multiplayer behavior (Sample B).
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- Divergence deep-dive and explainers (Sample C).
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- Host/client multiplayer simulation (Sample B scope).
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- Divergence deep analysis workflows (Sample C scope).
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## Constraints
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- No engine core pollution.
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- Sample-level integration only.
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- Providers remain read-only snapshots.
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- Debug overlay and console remain opt-in/explicitly opened.
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## Acceptance Criteria
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- Sample A opens and runs in browser.
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- Synthetic network state is visible in overlay panels.
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- `network.status`, `network.latency`, and `network.trace` execute through the dev console.
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- No engine-core files are modified.
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- Sample opens and runs in browser.
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- Synthetic network state feeds panels and commands.
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- Commands return deterministic, operator-readable output.
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- No engine core files modified.

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