Commit graph

254 commits

Author SHA1 Message Date
Erik
c87b15303d refactor(lifetime): own render resource prefixes
Give terrain, sky, retained UI, portal preparation, and the update/render frame pair explicit single owners. Make shader, texture, text, bindless, and GL construction prefixes checked and retryable so partial failure cannot lose or replay resource ownership.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 14:42:14 +02:00
Erik
fec0d94148 refactor(settings): own two-phase runtime settings
Move pre-window loading, startup application, live settings mutation, toon context, quality reapply, and SettingsVM loans behind one RuntimeSettingsController. Preserve retail command behavior, ordered target publication, draft semantics, and retryable failure convergence while removing duplicate GameWindow state and feature bodies.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 13:30:22 +02:00
Erik
4eae9b4f5a refactor(input): own gameplay action routing
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 12:43:05 +02:00
Erik
8b8afeefa3 refactor(input): own pointer and callback lifetime
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
2026-07-22 11:59:33 +02:00
Erik
d09e246d3a refactor(world): own live environment state
Move the DAT sky, selected day group, world clock, weather, AdminEnvirons bridge, and debug cycles into a one-shot WorldEnvironmentController while preserving GameWindow's public aliases and accepted startup/session/render order. Correct the named retail citations and register the remaining environment audio and fog/radar gaps.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 10:54:33 +02:00
Erik
557eb7ef6b refactor(net): own live session composition
Extract reset, selection, entered-world, and route construction behind LiveSessionHost while preserving the sole LiveSessionController authority. Retain partial route and subscription cleanup for retry, and replace the embedded ACE-only shortcut with the exact named-retail unsigned skill formula.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 10:36:06 +02:00
Erik
20ebf217e2 docs(architecture): plan GameWindow lifecycle shell
Freeze host ordering, resource ownership, callback quiescence, partial-startup rollback, and canonical soak evidence as twelve reviewed, bisectable Slice 8 checkpoints.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 09:14:24 +02:00
Erik
96f8bfcfa8 docs(architecture): close GameWindow render slice
Record the clean Release, lifecycle, soak, and framebuffer gates for Slice 7, advance the structural program to Slice 8, and preserve the observed process-residency diagnostic gap as issue 232 rather than weakening its leak threshold.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:40:52 +02:00
Erik
9d7df1bfc5 refactor(render): compose render frame orchestrator
Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:03:49 +02:00
Erik
28e1cf8029 refactor(render): extract world scene frame owner
Move fallback and PView world drawing, shared alpha, particles, visibility, selection, and diagnostics behind focused frame owners. Make exceptional frames failure-atomic by restoring the shared GL baseline and preserving primary alpha failures through cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 07:22:09 +02:00
Erik
85239fb373 refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +02:00
Erik
6d6e5b5fa5 refactor(render): extract world frame preparation
Move camera/root resolution, live settings and listener preview, sky/lighting/fog preparation, animated classification, and building visibility scratch behind a typed WorldRenderFrameBuilder while preserving retail frame order and borrowed lifetimes.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 05:54:00 +02:00
Erik
733126a272 refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
Erik
f316bbd817 docs(architecture): plan GameWindow render-frame extraction 2026-07-22 04:11:58 +02:00
Erik
9512404e25 docs(architecture): close GameWindow slice 6 2026-07-22 03:54:11 +02:00
Erik
a36a7015c4 docs(architecture): plan GameWindow update-frame extraction 2026-07-22 00:06:55 +02:00
Erik
d4ecac1da3 docs(architecture): close GameWindow slice 5 2026-07-21 23:45:45 +02:00
Erik
db3ca59fd0 docs(architecture): record landblock cutover
Mark Slice 5G complete, record the 44 percent GameWindow reduction and origin-lifetime barrier, and advance the active ledger to deterministic and connected closeout.
2026-07-21 22:50:38 +02:00
Erik
801d8a189c docs(architecture): record pipeline-owned retirement
Close Slice 5F in the execution ledger, update the milestone and roadmap measurements, and advance the active checkpoint to direct cutover and dead-facade cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-21 22:09:16 +02:00
Erik
4001251064 docs(plan): define GameWindow slice 5 2026-07-21 19:33:16 +02:00
Erik
2b10e91e07 docs(plan): complete GameWindow slice 4 2026-07-21 19:29:04 +02:00
Erik
aa90c64666 refactor(world): extract live entity network updates
Move Position, Vector, State, Movement, and equal-generation CreateObject routing out of GameWindow while preserving per-channel authority, ForcePosition acknowledgement, and motion-runtime ownership. Add adversarial authority and exact-wire coverage so reentrant updates and GUID reuse cannot publish stale state.
2026-07-21 19:11:49 +02:00
Erik
c203e4799a docs(plan): record live teardown checkpoint 2026-07-21 18:27:15 +02:00
Erik
f38822c490 refactor(world): extract live entity teardown 2026-07-21 18:25:59 +02:00
Erik
4427cfb2c7 docs(plan): record live relationship checkpoint 2026-07-21 18:11:09 +02:00
Erik
27dcd0ecb7 docs(plan): record live projection checkpoint 2026-07-21 16:18:52 +02:00
Erik
69a2ca0c6d refactor(world): extract live projection mechanics
Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-21 16:17:03 +02:00
Erik
fcb66198fc refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
Erik
db5a11707d docs(plan): pin live-entity integration slice 2026-07-21 13:00:16 +02:00
Erik
ed9dc36643 docs(architecture): close live-session ownership slice 2026-07-21 12:44:48 +02:00
Erik
aea957f845 fix(net): conform character entry and session shutdown 2026-07-21 10:33:03 +02:00
Erik
9a150e2421 docs(architecture): close live animation slice
Record the shipped presentation owner, exact frame-handoff lifetime, retail short-frame behavior, current GameWindow metrics, and Slice 3 as the next structural boundary.
2026-07-21 10:03:20 +02:00
Erik
9ad8113c79 docs(architecture): close selection extraction slice
Record the measured GameWindow reduction, final review and test gates, durable selection/inventory ownership rules, and live animation presentation as Slice 2.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 09:04:31 +02:00
Erik
5acc3f01cf fix(interaction): close selection lifecycle review gaps
Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 09:01:02 +02:00
Erik
c271383714 docs(interaction): plan GameWindow selection slice
Define the read-only query and stateful interaction ownership boundaries, pin retail ordering and lifecycle invariants, and isolate the GUID-incarnation and pending-pickup defects as #230 and #231 before the mechanical cutover.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 06:59:56 +02:00
Erik
cf50ee3d50 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>
2026-07-21 06:44:29 +02:00
Erik
e02acb870c docs(runtime): close deterministic world lifecycle gate
Record the passing capped and uncapped connected evidence, coordinator ownership, graceful reconnect contract, current test baseline, and the remaining human-only visual gates. Keep AGENTS.md synchronized with CLAUDE.md and distill the durable reveal-lifecycle lesson into project memory.
2026-07-21 00:00:31 +02:00
Erik
a4ef57885c refactor(streaming): centralize world reveal lifetime
Compose destination readiness and lifecycle telemetry behind one App-layer coordinator so login and portal begin, preparation, materialization, visibility, completion, and cancellation cannot drift apart in GameWindow wiring.
2026-07-20 23:33:50 +02:00
Erik
68578fa5fa fix(net): honor retail graceful logout handshake
Send the active character id, drain until the authoritative server confirmation, then emit retail's zero-sequence connection disconnect with the negotiated receiver iteration. The connected gate now waits for ACE to remove the exact UDP session before reconnecting, eliminating fixed-delay races.
2026-07-20 23:31:23 +02:00
Erik
b60cb67009 fix(streaming): block login on complete world reveal
Make initial login and portal arrival consume one WorldRevealReadinessBarrier that joins near-tier mesh publication, destination composite uploads, and collision residency before normal world geometry becomes visible. This ports retail SmartBox's blocking-cell completion edge into the asynchronous client instead of exposing a ground-only login.

Add focused outdoor, indoor, texture, and invalid-claim tests; update the retail pseudocode, architecture, divergence record, issue ledger, roadmap baseline, and synchronized agent guidance.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 16:08:08 +02:00
Erik
6c3bd4ce4b docs: reconcile project status and navigation
Add a canonical documentation map, modernize the public README, and align milestone, roadmap, architecture, issue, divergence, and session guidance with the July 20 baseline. Correct the far-teleport residual to issue #153, close visually accepted indicator and terrain-tiling work, record the remaining detail-overlay and build-warning debt, and deprecate the duplicate legacy bug ledger.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 13:00:41 +02:00
Erik
f961d70023 feat(physics): port retail complete object frame pipeline
Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.

Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 09:10:31 +02:00
Erik
c5ab99081c fix(motion): restore retail object manager order
Process animation completion at the retail process_hooks boundary, then run targeting, movement, PartArray completion, and PositionManager in the named UpdateObjectInternal order for local, remote, hidden, and position-less animated objects. Retire TS-42 with deterministic conformance coverage.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 21:40:14 +02:00
Erik
749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00
Erik
3971997689 fix(streaming): retire stale portal-region entities
Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically.

Replace the append-only modern mesh buffer with coalescing vertex/index ranges and upload each mesh's vertices once instead of once per material. Released zero-reference meshes can now reuse GPU ranges after portal and cache churn.

A connected five-region round trip returned animation ownership to baseline, recreated the starting region on revisit, and held normal FPS. Release build succeeds and all 5,927 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 10:02:15 +02:00
Erik
2cbf34a668 perf(rendering): preserve alpha order with bindless particles
Carry each billboard particle's resident texture handle in the instance ABI so stable retail alpha ordering can batch mixed textures without rebinding and redrawing each short texture run. Keep DAT blend transitions as the only billboard draw boundary.

The connected 0xC95B stress scene improved from 6 FPS / 171 ms to about 153 FPS / 6.6 ms at the same roughly 21,000 visible entities. Release build succeeds and all 5,916 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 08:32:21 +02:00
Erik
6b0472ee32 fix(rendering): port retail shared alpha list
Queue translucent world GfxObj batches and scene particles in one stable far-to-near stream using transformed DAT sort centers, then drain it at retail's landscape and final-world boundaries. Preserve authored blend, cull, lighting, opacity, and adjacent-only batching so particles behind lifestones are composited through the crystal instead of overpainting it.

Release build succeeds and all 5,914 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 08:14:05 +02:00
Erik
146a963aeb feat(selection): port retail polygon picking and vivid marker
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks.

Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp.

Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 21:32:51 +02:00
Erik
e6dd8bf6fa fix(items): preserve wand stance and corpse use order
Keep active-combat AutoWield intent through ACE's pre-wield transition and queued trailing peace notice, while allowing explicit combat input to supersede it.

Queue one-shot item interactions until the frame's movement edge has been serialized, so a movement release cannot cancel ACE's server-side corpse approach callback.

Release build succeeds and all 5,890 runnable tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 19:32:01 +02:00
Erik
0392c6d721 fix(items): finish corpse pickup and combat switching
Port retail's first-slot ShowPendingInPlayer path for double-click loot and carry the current owned-container destination through deferred pickup. Retire the previous ground-container view as soon as a replacement is requested so its range close cannot cancel ACE's active MoveTo chain.

Preserve active-combat weapon intent across ACE's authoritative wand-to-missile stance tail while leaving peace-mode switches unchanged.

Release build succeeds and all 5,885 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 18:35:29 +02:00