Captures Phase M (Network Stack Conformance) as a fully-formed phase
ready to be picked up later. Three deliverables:
1. Design spec at docs/superpowers/specs/2026-05-10-phase-m-network-stack-design.md
(~700 lines, 8 sections):
- Bar C completeness target ("wireable on demand"): every wire opcode
a 2013 EoR retail client receives or sends gets a parser/builder +
golden-vector test + typed event in the new layered stack.
- Three-layer architecture: INetTransport / IReliableSession /
IGameProtocol, with WorldSession as a thin behavior consumer.
Concrete C# interface signatures, sub-component decomposition.
- Worktree-branch big-bang migration on claude/phase-m-network-stack;
weekly rebase cadence; single --no-ff merge ships the phase.
- Per-sub-phase entry/exit gates, conformance test plan (golden vectors
+ live capture replay + live ACE smoke), 10-row risk register, scope-
cut order if calendar compresses.
- Cost: 256 hours / ~6.4 weeks single-developer; 4-6 weeks calendar
with subagent parallelization on M.1 + M.6.
2. Opcode coverage matrix at docs/research/2026-05-10-phase-m-opcode-matrix.md
(~284 rows across 5 sections):
- Section 1: 22 transport flags (14 implemented).
- Section 2: 12 optional-header fields (10 partial).
- Section 3: 51 top-level GameMessages (21 implemented).
- Section 4: 103 GameEvent sub-opcodes inside 0xF7B0 (27 parsed,
26 wired).
- Section 5: 96 GameAction sub-opcodes inside 0xF7B1 (24 built,
8 with live callers).
- Roll-up: ~34% complete by raw opcode count. Biggest single
unblocking step is wiring the 16 dead builders in section 5
(Phase B.4 surface — Use / UseWithTarget / Allegiance / Inventory
/ Social / Cast / Appraise).
- Sources cited per row: holtburger (629695a), ACE, named retail
decomp, acdream current state.
- Produced by 4 parallel research agents (one per class). Spot-check
pass owed before M.1 closes.
3. Roadmap update: Phase M section trimmed to summary + status + pointer
to the spec; the previously-tracked M.0 Tier 1 quick-wins are folded
into M.3 / M.4 / M.6 per the spec; M.1 retained as the matrix
construction sub-lane with status note.
Why this shape: the user goal is a complete, layered, testable network
stack that can be wired in as gameplay phases need it — independent of
whether each opcode is yet hooked to game state. The matrix is the
source of truth for "done"; the spec is the architecture the matrix
implements against; the roadmap is the index that points at both.
Decisions captured during the design discussion (in case they need
revisiting):
- Bar C ("wireable on demand") chosen over Bar A (holtburger parity)
or Bar B (named-retail completeness).
- Three layers (INetTransport / IReliableSession / IGameProtocol)
chosen over holtburger's two-layer split.
- Big-bang on a feature branch (worktree) chosen over strangler
pattern; preserves live-ACE testing on main throughout the phase.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>