acdream/docs/plans
Erik c7021d8645 docs(phase-m): sharpen Phase M into design spec + opcode coverage matrix
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>
2026-05-10 19:22:49 +02:00
..
2026-04-10-phase-1-terrain-and-plugin-scaffold.md docs: phase 1 implementation plan 2026-04-10 09:17:49 +02:00
2026-04-10-phase-2-static-meshes-design.md docs(phase-2): refine design after DatReaderWriter spike 2026-04-10 17:18:43 +02:00
2026-04-10-phase-2-static-meshes-plan.md docs: phase 2 implementation plan (tasks 1-10 full, 11-18 sketch) 2026-04-10 17:27:53 +02:00
2026-04-10-phase-2b-design.md docs: phase 2b design — atlas textures, neighbors, dual cameras, plugin api 2026-04-10 20:00:23 +02:00
2026-04-10-phase-2b-plan.md docs: phase 2b implementation plan (9 tasks) 2026-04-10 20:13:03 +02:00
2026-04-10-phase-3c-terrain-blending-plan.md docs(plan): Phase 3c terrain blending plan 2026-04-10 23:43:04 +02:00
2026-04-10-phase-4-networking-design.md docs(plan): Phase 4 networking design 2026-04-10 22:31:26 +02:00
2026-04-10-plugin-architecture-design.md docs: plugin architecture design 2026-04-10 09:11:52 +02:00
2026-04-11-roadmap.md docs(phase-m): sharpen Phase M into design spec + opcode coverage matrix 2026-05-10 19:22:49 +02:00
2026-04-13-rendering-rebuild.md fix(movement): jump works locally (airborne velocity preserved) 2026-04-14 00:12:11 +02:00
2026-04-23-sky-weather-lightning-port.md docs(sky): port plan for PhysicsScript/fog/lightning/crossfade 2026-04-24 10:53:46 +02:00
2026-04-24-ui-framework.md feat(ui): Phase D.2a — VitalsPanel wired into GameWindow + backend pivot 2026-04-25 00:43:46 +02:00
2026-04-27-phase-c1-pes-particles.md feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
2026-04-29-movement-collision-conformance.md fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail) 2026-04-30 13:22:07 +02:00
2026-04-30-sky-pes-port.md docs(plans): #36 sky-PES dispatch port plan + .gitignore for retail-debugger scratch 2026-04-30 23:00:46 +02:00
2026-05-08-phase-n5-perf-baseline.md phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted 2026-05-08 22:01:36 +02:00
2026-05-09-phase-n5b-perf-baseline.md docs(N.5b T10): roadmap + ISSUES + CLAUDE.md + perf baseline updates 2026-05-09 13:03:14 +02:00
2026-05-10-perf-tiers-2-3-roadmap.md docs(perf): roadmap for Tier 2 + Tier 3 entity-dispatcher optimizations 2026-05-10 09:38:38 +02:00
animation-system-audit.md docs(anim): Phase L.1a animation system audit 2026-04-28 10:38:58 +02:00