Fresh Movement and Combat Accounting

Worked on the live-round plumbing that players feel as smoother aircraft motion and more trustworthy post-fight results.

Changes

  • Batched combat result recording so rapid hit, crash, and scoring events are less likely to compete with the live update loop during busy rounds.
  • Split combat result work into clearer lanes so immediate in-round feedback can stay responsive while longer-lived outcome records catch up safely.
  • Added final combat summaries so the end of a session has a sturdier record of each pilot's outcome instead of relying only on moment-by-moment events.
  • Accounted for heavy combat-event storms so scoring and summary data should remain trustworthy when several aircraft are fighting at once.
  • Prioritized fresher replicated movement so remote aircraft should track more smoothly instead of falling behind older carried-forward updates.
  • Improved remote pilot departure handling so computer-controlled peers leaving a session create less stale movement or combat state for everyone else.
  • Added an explicit movement replication cadence so the server can send aircraft motion at a steadier rhythm instead of tying every refresh to heavier state updates.
  • Added projection context for remote aircraft so clients have better timing information when smoothing another pilot's position between server updates.