Dogfooding by driving a canvas game surfaced that per-action shell round-trips
(keydown; sleep; keyup) are the slowest, lowest-fidelity way to drive anything
timed — each is a process spawn + relay round-trip with ~250ms jitter, so a
'0.8s hold' is anything but.
- 'press <key> --hold <ms>': keyDown, wait, keyUp all inside the daemon, so the
hold duration is precise and it's one round-trip. For games (hold-to-move/
charge) and any press-and-hold.
- Documented the real driving pattern in the core skill + --help: script a timed
sequence in ONE round-trip with 'batch "press d --hold 900" "press j" "wait 200"'
(batch sends each step to the running daemon; --hold/wait block in-daemon), and
prefer reading engine state via main-world 'eval' over guessing from pixels.
Parser test covers plain/held/missing-duration. Builds on the keydown/keyup full
descriptor fix.