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fix: simulate-keyboard press-edge diagnostics no longer report a missing gameplay update on Fixed/Manual input projects - #2532
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Summary
simulate-keyboardpress-edge miss diagnostics now recogniseFixedandManualInput System updates as gameplay updates, so projects that do not process input inDynamicupdates no longer get a misleading "no gameplay update ran" verdict.User Impact
PressEdgeAnyDynamicUpdateObservedwastrueonly if aDynamicupdate ran. On a project whose Input System update mode isProcessEventsInFixedUpdateorProcessEventsManually, the flag came backfalseand the message said no update ran, even though the project's gameplay updates did run. The suggested next action ("check that PlayMode is running and unpaused") then sent the agent down the wrong path.PressEdgeAnyGameplayUpdateObservedand istruewhen anyDynamic,Fixed, orManualupdate ran during the press window.Editorticks still do not count. The diagnostic text and the skill reference table describe the same rule.Changes
InputUpdateTypeResolver.IsGameplayUpdateclassifiesDynamic/Fixed/Manualas gameplay updates. Both the edge visibility check and the miss diagnostics use it, so they cannot disagree again.PressEdgeAnyGameplayUpdateObserved; diagnostic suffix reworded.output.mdupdated (and its generated.claude/and.agents/copies regenerated); the "consumed by" row now namesEditorexplicitly instead of "non-Dynamic".InputUpdateTypeResolverTests; formatter and response-contract tests updated.Verification
uloop run-tests --filter-type regex --filter-value "InputUpdateTypeResolverTests|PressEdgeDiagnosticsMessageFormatterTests|SimulateKeyboardResponseContractTests": 12 passed, 0 failed (compile ran first, 0 errors).check-skill-size: no SKILL.md over the limit.Refs #2425
https://claude.ai/code/session_01R3jkx6NbNYKPdy5q1NSWYo
https://claude.ai/code/session_01R3jkx6NbNYKPdy5q1NSWYo