---
phase: 06.7-network-model-client-trust-fall-trigger
plan: 03
subsystem: client
tags: [client, phaser, prediction, movement]
requirements-completed: [REQ-CLI-04, REQ-CLI-08]
completed: 2026-05-17
commit: 8ba0f9b
---

# Phase 06.7 Plan 03: Client Position Dispatch Summary

## Accomplishments

- Added `PositionDispatcher`, which sends `position_update` every tick from the prediction engine, including idle ticks for the D-06 cadence guard.
- Wired `GameScene` to attach the dispatcher after local join, refresh it after reconnect, and call `sendTick(_time)` from the update loop.
- Made self-player reconciliation a no-op so server echo no longer snaps the local player after client prediction.
- Switched remote movement rendering to server-broadcast `vx` and `vy` instead of deriving animation from held-axis fields.
- Updated client protocol handshake expectations to `PROTOCOL_VERSION = 4`.

## Verification

- `pnpm -C apps/client exec vitest run src/__test__/position-dispatcher.test.ts src/__test__/reconciler.test.ts src/__test__/colyseus-client.test.ts src/__test__/game-scene.test.ts` - PASS.
- `pnpm -C apps/client exec vitest run` - PASS, 34 files / 247 tests / 4 todo.
- `pnpm -C apps/client exec tsc --noEmit` - PASS.
- Source checks confirmed `positionDispatcher?.sendTick(_time)` is wired, remote render reads `p.vx` / `p.vy`, no `protocol_version: 3` client literal remains, and the old held-axis RUN_SPEED remote-render pattern is gone.

## Review Concerns Closed

- Codex #2 client side: remote render now consumes broadcast velocity.
- Codex #4 client side: protocol v4 handshake expectation.
- W7: remote-path symmetry preserved while self reconciliation became a no-op.
- D-06: idle cadence is covered by `position-dispatcher.test.ts`.

## Self-Check: PASSED

The client movement dispatch path is implemented and covered by focused tests, full client tests, and TypeScript.
