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Report the local player's pose to drive RPCs - #2001
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Playtest agents could not tell whether held keys moved the player in slow headless captures; debug_snapshot carried render and frame data only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RwsemkhoUGyeQkdkKFmUmw
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RwsemkhoUGyeQkdkKFmUmw
Noisemaker111
enabled auto-merge
October 20, 2026 14:50
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Playtest agents on Harbor Heat, Deepward and Drift Foundry couldn't tell whether a held key moved the player: headless captures run at 0.2–3 fps, and
debug_snapshotreturned only render and frame data.shell/devtools/agentBridge.ts: newplayer_poseverb returns{ userId, position, rotationY }for the local player (rounded to mm).debug_snapshotgains the same object asplayer.GamePlayerShellpasses the live context to the bridge.playerPoseReport(@internal) with tests; the verify skill names the verb;changes/agent-player-pose.md.Verification
bun test packages/shell/src/devtools/agentBridge.test.ts— 4 pass, 0 fail;check-types— pass;bun run gen— ok;ship:preflight— okshellswapped:drive --click "Hit the street" --rpc player_pose --key KeyW:4000 --rpc player_posereturned[-190, 1.2, 40]both times. With a--click-aton the canvas first, the second read was[-189.833, 1.2, 39.595]. That showed held keys never reached the game after the menu click, because focus was left on<body>. A separate PR fixes the focus.No rendered surface changed.
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