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DavidQ
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Plan multi-entity rewind and reconciliation support for Level 11
- Defines per-entity timeline buffers - Establishes entity-scoped reconciliation - Introduces selective rewind strategy - Expands debug visualization to multi-entity context Docs-only PR
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docs/dev/CODEX_COMMANDS.md

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REASONING: high
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COMMAND:
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Apply and validate the existing Level 11.4 rewind execution implementation in `games/network_sample_c` only.
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Implement multi-entity timeline and selective rewind support in network_sample_c only.
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Perform:
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- targeted import checks
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- targeted smoke checks for rewind prep and replay
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- manual validation support for W/X controls and debug outputs
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- surgical fixes only if validation reveals a defect
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- Introduce per-entity timeline buffers
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- Update reconciliation to operate per entity
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- Implement selective rewind execution
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- Extend debug visualization for multiple entities
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DO NOT:
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- modify engine core APIs
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- create or edit documentation
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- expand scope beyond `network_sample_c`
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- Modify engine core APIs
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- Create or edit documentation
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- Expand beyond sample scope

docs/dev/COMMIT_COMMENT.txt

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Apply Level 11.4 rewind execution candidate for Sample C
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Plan multi-entity rewind and reconciliation support for Level 11
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- Validates rewind execution and deterministic replay in network_sample_c
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- Confirms timeline truncation and replay repopulation behavior
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- Confirms replay status is surfaced through debug outputs
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- Preserves strict sample-only scope with no engine-core changes
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- Defines per-entity timeline buffers
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- Establishes entity-scoped reconciliation
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- Introduces selective rewind strategy
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- Expands debug visualization to multi-entity context
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Validation:
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- imports pass
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- rewind prep reaches ready
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- replay executes successfully
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- bounded timeline remains correct after replay
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Docs-only PR
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# Debug Multi-Entity Spec
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## Additions
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- Per-entity timeline view
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- Divergence markers per entity
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- Replay visualization per entity
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## Goal
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Clear visibility of entity-specific corrections
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# Entity Reconciliation Spec
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## Concept
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Reconciliation operates per entity instead of globally.
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## Requirements
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- Compute divergence per entity
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- Generate correction plans independently
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- Allow multiple corrections in same frame
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## Outcome
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No cross-entity contamination
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# Multi-Entity Timeline Spec
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## Approach Options
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1. Per-entity timeline buffers (preferred)
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2. Shared timeline with entity partitions
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## Requirements
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- Each entity maintains:
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- input history
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- predicted state history
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- frame id linkage
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## Recommendation
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Start with per-entity buffers for simplicity and isolation

docs/dev/SELECTIVE_REWIND_SPEC.md

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# Selective Rewind Spec
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## Goal
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Only rewind entities that diverged.
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## Flow
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1. Identify entities with divergence
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2. Rewind only those entities to anchor frame
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3. Replay inputs forward per entity
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## Benefit
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Improves performance and avoids unnecessary corrections
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Adds APPLY_PR bundle for Level 11.4 rewind execution validation and guarded integration in Sample C.
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Adds Level 11.5 planning docs for multi-entity rewind and reconciliation

docs/dev/reports/file_tree.txt

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docs/
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pr/
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APPLY_PR_LEVEL_11_4_REWIND_EXECUTION_CANDIDATE.md
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PLAN_PR_LEVEL_11_5_MULTI_ENTITY_SUPPORT.md
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dev/
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APPLY_VALIDATION_SPEC.md
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INTEGRATION_NOTES.md
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ROLLBACK_GUARDRAILS.md
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MULTI_ENTITY_TIMELINE_SPEC.md
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ENTITY_RECONCILIATION_SPEC.md
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SELECTIVE_REWIND_SPEC.md
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DEBUG_MULTI_ENTITY_SPEC.md
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codex_commands.md
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commit_comment.txt
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reports/
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- Docs-only APPLY bundle
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- No engine-core scope
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- No documentation delegated to Codex
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- Validation focused on Sample C rewind execution only
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- Repo structure preserved
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- Docs only
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- No engine changes
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- Sample-scoped design
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- Matches repo conventions
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# PLAN PR LEVEL 11.5 — Multi-Entity Support
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## Objective
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Extend the rewind/replay system from single-entity to multi-entity while preserving determinism and isolation.
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## Scope
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- Per-entity timeline tracking
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- Entity-scoped reconciliation
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- Selective rewind (affected entities only)
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- Debug visualization per entity
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## Constraints
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- No engine-core changes
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- Sample-layer only (network_sample_c)
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- Maintain deterministic replay rules
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## Outcome
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System supports multiple entities with independent timelines and corrections without global side effects

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