docs(architecture): reconcile GameWindow extraction program
Close the completed M3 and portal observer gates, make the behavior-preserving GameWindow ownership campaign the explicit M4 prerequisite, and replace the stale extraction sketch with an implementation-audited sequence. Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
f4cf802330
commit
cf50ee3d50
8 changed files with 354 additions and 220 deletions
|
|
@ -1,11 +1,32 @@
|
|||
# acdream — strategic roadmap
|
||||
|
||||
**Status:** Living document. Updated 2026-07-20. **M3 active; automated implementation and connected single-client magic/portal gates complete.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels with authored rows and selected-spell details, the complete seven-control gameplay indicator strip and its Character Information/Link/Vitae detail pages, and shared `gmPanelUI` geometry/switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. Fresh-login and portal world reveal are additionally protected by a deterministic capped/uncapped connected lifecycle gate with screenshots, resource snapshots, exact graceful disconnect, and fresh-process reconnect. The next gate is a local visual rebaseline of the new R6 object-frame path; the final M3 requirement is the two-client portal-out/materialization observer gate. Issue #225's lifestone/particle alpha comparison is a separate rendering visual gate.
|
||||
**Status:** Living document. Updated 2026-07-21. **M3 landed; M4 is next after the active `GameWindow` structural prerequisite.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. The current program is the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md); new M4 quest/emote/character-creation feature bodies wait until that campaign is complete. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
|
||||
**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
|
||||
|
||||
---
|
||||
|
||||
## Current program: M3 — Cast a spell
|
||||
## Current program: `GameWindow` structural stabilization (M4 prerequisite)
|
||||
|
||||
**Outcome:** `GameWindow` becomes a thin Silk.NET composition/lifecycle shell
|
||||
without changing accepted gameplay or rendering behavior. Focused App owners
|
||||
take responsibility for selection, animation presentation, live-session and
|
||||
live-entity integration, landblock presentation, and update/render frame
|
||||
orchestration.
|
||||
|
||||
**Current sequence:** The implementation audit, exact ownership ledger, slice
|
||||
boundaries, tests, connected gates, and exit criteria live in
|
||||
[`docs/architecture/code-structure.md`](../architecture/code-structure.md) §4.
|
||||
The next slice is selection/interaction: extract the read-only world query,
|
||||
move stateful Use/PickUp/auto-walk intent into one controller, then cut the
|
||||
related input cases over and delete the old `GameWindow` bodies.
|
||||
|
||||
This is a behavior-preserving structural program. Severe regressions still get
|
||||
root-cause fixes in separate commits; ordinary feature work resumes with M4
|
||||
after the campaign exit criteria pass.
|
||||
|
||||
---
|
||||
|
||||
## Completed program: M3 — Cast a spell (landed 2026-07-21)
|
||||
|
||||
**Outcome:** Cast a projectile spell at a hostile target, see the complete
|
||||
turn/windup/release/projectile/impact lifecycle, self-cast a buff and see its
|
||||
|
|
@ -39,14 +60,14 @@ active enchantment, then recall through the DAT-driven portal presentation.
|
|||
same-location revisit, graceful logout, and uncapped fresh-process
|
||||
reconnect. The gate records structured readiness/resource checkpoints and
|
||||
full-frame PNGs, and rejects early world visibility or stranded owners.
|
||||
5. **Pending local visual gate:** locomotion, collision, projectile, and
|
||||
teleport comparison after the R6 complete-root-Frame/object-workset cutover.
|
||||
6. **Pending two-client visual gate:** portal-out/materialization observer
|
||||
presentation before M3 closes, including #218's finished Hidden silhouette,
|
||||
fully rendered destination reveal, and no indoor stop-time position snap.
|
||||
5. **Done (connected user gate):** locomotion, collision, projectile, teleport,
|
||||
and radar comparison after the R6 complete-root-Frame/object-workset cutover.
|
||||
6. **Done (two-client user gate):** portal-out/materialization observer
|
||||
presentation, including #218's finished Hidden silhouette, fully rendered
|
||||
destination reveal, and no indoor stop-time position snap.
|
||||
|
||||
Opportunistic UI/physics fixes are no longer the work-order driver. They enter
|
||||
the active slice only when they block this demo or represent a severe regression.
|
||||
M3 is closed. Its detailed ledger remains here as the landing record; the
|
||||
structural program above is the only current work-order driver before M4.
|
||||
|
||||
---
|
||||
|
||||
|
|
@ -937,8 +958,7 @@ diagnostic scaffolding, not yet the final collision system.
|
|||
and 0.2 -> 0.3 ms at Sawato. ACE generator population changes are reported
|
||||
rather than treated as client leaks. Absolute FPS/GPU timing remains
|
||||
session/display-path evidence, not an RDP-stable gate. The connected visual
|
||||
locomotion/collision/projectile/teleport comparison remains for the next
|
||||
local viewing session.
|
||||
locomotion/collision/projectile/teleport/radar comparison passed 2026-07-21.
|
||||
- **L.2g — Inbound motion interpretation (remote-entity CMotionInterp funnel).**
|
||||
ACTIVE 2026-07-02. Port retail's inbound motion pipeline verbatim for ALL
|
||||
remote entities (players, NPCs, monsters — one funnel, user-approved):
|
||||
|
|
@ -1453,7 +1473,7 @@ OpenGL ceiling; revisit macOS only if a supported graphics backend is chosen.
|
|||
|
||||
## Cross-cutting work tracked in parallel
|
||||
|
||||
- **Test coverage.** Each phase lands with layer-matched unit and integration tests in `tests/`. Current Release baseline: 6,480 passed / 5 intentional skips (2026-07-20).
|
||||
- **Test coverage.** Each phase lands with layer-matched unit and integration tests in `tests/`. Current Release baseline: 6,481 passed / 5 intentional skips (2026-07-21).
|
||||
- **Memory files.** Live subsystem state and digests are indexed by `claude-memory/MEMORY.md`; stable engineering references remain under `memory/`. Canonical program status stays in milestones/roadmap/issues.
|
||||
- **`CLAUDE.md` discipline.** Check all four references (ACE, ACViewer, WorldBuilder, Chorizite) before committing to an approach. WorldBuilder is the closest stack match and should be checked first.
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue