Use bounded client aim origin for terrain validation#122
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This was referenced May 28, 2026
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Summary
Uses the client-sampled ray origin for terrain interaction traversal only when it is close to the server-authoritative interaction origin.
Why
frevenengine/freven-engine#386 rapid LMB smoke still had a rare rollback after #120:
Occluded.#121 and frevenengine/freven-vanilla#91 exposed the exact trace: the client requested one target block, while the server ray from a slightly different interaction origin hit the adjacent block first. The observed drift was normal movement/input sampling drift, not previous-action ordering.
For modern client/server interaction, the server should not blindly trust arbitrary client ray origins, but it also should not validate aiming from a later/different pose when the client-provided aim origin is close to the authoritative origin. This PR makes that contract explicit and bounded.
What changed
max_client_ray_origin_delta_mtoTerrainInteractionValidationPolicyV2.intent.ray.ray_origin_mfor DDA traversal only when it is within that bound ofauthoritative_interaction_origin.authoritative_interaction_originwhen the client origin is too far away.Occludedstrict: if the bounded trace hits a different block first, validation still rejects.Boundaries
Validation
cargo +stable fmt --all -- --checkcargo +stable test --locked -p freven_block_api terrain_interactioncargo +stable test --locked --workspacecargo +stable clippy --locked --workspace --all-targets -- -D warningsgit --no-pager diff --checkRelated: