Stand up the real AuthoritativeServer behind the real TCP transport on a loopback port and drive real SyntheticProtocolClient sockets through it, so the matrix is exercised over an actual connection rather than in-memory fakes. Covers the baseline-protocol, TCP-compatibility, and interest-management sections: welcome->hello->sessionReady handshake, unique/non-spoofable server-owned ids, malformed and oversized rejection before mutation, rate-limit tripping, transform/playerState/worldState relay, action events not replay-cached to late joiners, disconnect/reconnect leaving no stale session, same-cell relay vs distant interest filtering, multi-client no cross-cell spam, and handshake-timeout reaping. The harness runs for real wherever loopback TCP can bind (dev machines, the self-hosted runner) and skips cleanly otherwise. Wired into a self-hosted CI job gated by the runtime-policy guard. 60s idle-timeout, 32/64-client load / packet-loss / reconnect-churn, and GNS sections remain follow-ups.
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<RootNamespace>CommonwealthOnline.Server.Acceptance</RootNamespace>
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<ItemGroup>
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<ProjectReference Include="../CommonwealthOnline.Server.csproj" />
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</ItemGroup>
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</Project>
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