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Author SHA1 Message Date
sindoring d2d6df3655 docs(M02): publish local movement handoff
Work-Package: M02-GMP-MOVEMENT-001
Agent: sindo-main-codex
Tests: coordination and documentation gates; diff check
Fidelity: documents preserved sandbox behavior and remaining build-12340 evidence gap
2026-07-14 22:59:59 +04:00
sindoring 435e1c95d2 gmp(M02): extract local player movement
Work-Package: M02-GMP-MOVEMENT-001
Agent: sindo-main-codex
Tests: local movement and player input regressions; asset-free scene; renderer dry-run; coordinate, streaming, documentation and coordination gates
Fidelity: preserves current sandbox speed, acceleration, sprint and camera-relative flight behavior; build-12340 parity remains unverified
2026-07-14 22:59:33 +04:00
sindoring 14dead194b Merge pull request 'gmp(M02): add player input intent seam' (#21) from work/sindo-main-codex/m02-player-input into master
Reviewed-on: #21
2026-07-14 21:52:26 +03:00
sindoring e794764269 docs(M02): publish player input handoff
Work-Package: M02-GMP-INPUT-001
Agent: sindo-main-codex
Tests: coordination and documentation gates; diff check
Fidelity: documents regression evidence and unverified build-12340 semantics
2026-07-14 22:45:14 +04:00
sindoring 6bd2e84048 gmp(M02): add player input intent seam
Work-Package: M02-GMP-INPUT-001
Agent: sindo-main-codex
Tests: verify_player_input; renderer baseline dry-run; coordinate, streaming, documentation and coordination gates
Fidelity: preserves current sandbox bindings and movement/camera behavior; exact build-12340 semantics remain unverified
2026-07-14 22:44:44 +04:00
sindoring 62eece991c Merge pull request 'docs(M01): claim milestone closeout' (#20) from work/sindo-main-codex/m01-integrator-closeout into master
Reviewed-on: #20
2026-07-14 12:55:09 +03:00
sindoring fc81059dfa docs(M01): mark milestone closeout ready
Work-Package: M01-QAR-INTEGRATOR-CLOSEOUT-001

Agent: sindo-main-codex
2026-07-14 12:14:39 +04:00
sindoring dd412e6d0d test(M01): close coordinates and seams milestone
Work-Package: M01-QAR-INTEGRATOR-CLOSEOUT-001

Agent: sindo-main-codex

Tests: all M01 domain gates, unified renderer dry-run, coordination and documentation gates

Fidelity: five build-12340 points, raw ADT and mapped AzerothCore spawn evidence; no 1:1 claim
2026-07-14 12:13:43 +04:00
sindoring 07f08044f4 docs(M01): claim milestone closeout
Work-Package: M01-QAR-INTEGRATOR-CLOSEOUT-001

Agent: sindo-main-codex
2026-07-14 12:01:49 +04:00
sindoring c8e99f28d6 Merge pull request 'chore(M01): remove local spawn capture logs' (#19) from work/sindo-main-codex/m01-server-spawn-renderer into master
Reviewed-on: #19
2026-07-14 10:58:37 +03:00
sindoring 48cc976ba0 docs(M01): mark server spawn renderer ready
Work-Package: M01-QAR-SERVER-SPAWN-RENDERER-001

Agent: sindo-main-codex

Tests: server spawn GUI cold/warm, unified renderer dry-run, domain and documentation gates
2026-07-14 11:56:39 +04:00
sindoring 318e6ae757 chore(M01): remove local spawn capture logs
Work-Package: M01-QAR-SERVER-SPAWN-RENDERER-001

Agent: sindo-main-codex

Tests: renderer dry-run, coordinate/domain gates, GUI cold/warm inspection
2026-07-14 11:55:05 +04:00
sindoring 747fae8e2e Merge pull request 'координаты' (#18) from work/sindo-main-codex/m01-server-spawn-renderer into master
Reviewed-on: #18
2026-07-14 10:48:53 +03:00
sindoring 24ddc99a7b координаты 2026-07-14 11:48:14 +04:00
sindoring 52b6fa2ebb Merge pull request 'docs(M01): claim server spawn renderer evidence' (#17) from work/sindo-main-codex/m01-server-spawn-renderer into master
Reviewed-on: #17
2026-07-14 10:42:14 +03:00
sindoring 3933dbfc47 docs(M01): claim server spawn renderer evidence
Work-Package: M01-QAR-SERVER-SPAWN-RENDERER-001

Agent: sindo-main-codex
2026-07-13 17:41:02 +04:00
sindoring a07a487368 docs(M01): mark coordinate boundary gate ready
Work-Package: M01-FND-COORD-BOUNDARY-GATE-001

Agent: sindo-main-codex
2026-07-13 16:40:07 +04:00
sindoring 47dec6c32c feat(M01): enforce coordinate conversion boundaries
Work-Package: M01-FND-COORD-BOUNDARY-GATE-001

Agent: sindo-main-codex
2026-07-13 16:37:29 +04:00
sindoring c8e62acf4c docs(M01): claim coordinate boundary gate
Work-Package: M01-FND-COORD-BOUNDARY-GATE-001

Agent: sindo-main-codex
2026-07-13 16:15:18 +04:00
sindoring 7c64e8d60a docs(M01): mark domain identities ready
Work-Package: M01-FND-DOMAIN-IDENTITIES-001

Agent: sindo-main-codex
2026-07-13 16:11:35 +04:00
sindoring c1dc07c705 feat(M01): add typed domain identities
Work-Package: M01-FND-DOMAIN-IDENTITIES-001

Agent: sindo-main-codex
2026-07-13 16:11:00 +04:00
sindoring d68786355c docs(M01): claim domain identity contracts
Work-Package: M01-FND-DOMAIN-IDENTITIES-001

Agent: sindo-main-codex
2026-07-13 16:05:55 +04:00
sindoring 77cd17a5bc docs(M01): mark streaming focus ready
Work-Package: M01-RND-STREAMING-FOCUS-001

Agent: sindo-main-codex
2026-07-13 15:45:32 +04:00
sindoring 7815385b3b feat(M01): add explicit streaming focus
Work-Package: M01-RND-STREAMING-FOCUS-001

Agent: sindo-main-codex
2026-07-13 15:41:16 +04:00
sindoring fbef131bcb docs(M01): claim streaming focus contract
Work-Package: M01-RND-STREAMING-FOCUS-001

Agent: sindo-main-codex
2026-07-13 15:35:45 +04:00
sindoring 52e1b2ba67 docs(M01): mark coordinate fixtures ready
Work-Package: M01-QAR-COORD-FIXTURES-001

Agent: sindo-main-codex
2026-07-13 14:28:03 +04:00
sindoring ce4f7ec0e2 test(M01): add coordinate golden fixtures
Work-Package: M01-QAR-COORD-FIXTURES-001

Agent: sindo-main-codex
2026-07-13 14:27:38 +04:00
sindoring 758b375e7e docs(M01): claim coordinate golden fixtures
Work-Package: M01-QAR-COORD-FIXTURES-001
Agent: sindo-main-codex
Tests: not applicable (claim only)
Fidelity: pinned AzerothCore spawn, raw ADT metadata and build 12340 observations scoped
2026-07-13 14:23:23 +04:00
sindoring b55bfca2a7 docs(M01): mark ADT tile axis fix ready
Work-Package: M01-FND-COORD-TILE-AXIS-002
Agent: sindo-main-codex
Tests: coordination and documentation gates passed
Fidelity: handoff records raw Azeroth_31_49 MCNK evidence
2026-07-13 14:13:10 +04:00
sindoring a7072e3d14 fix(M01): correct ADT filename coordinate axes
Work-Package: M01-FND-COORD-TILE-AXIS-002
Agent: sindo-main-codex
Tests: coordinate mapper, M00 calibration, baseline manifest, coordination and documentation gates passed
Fidelity: Azeroth_31_49 raw MCNK origins and OpenRealm confirm filename X from world Y and filename Y from world X
2026-07-13 14:12:51 +04:00
sindoring f9c467b71f docs(M01): claim ADT tile axis correction
Work-Package: M01-FND-COORD-TILE-AXIS-002
Agent: sindo-main-codex
Tests: not applicable (claim only)
Fidelity: raw Azeroth_31_49 ADT and OpenRealm independently expose swapped filename axes
2026-07-13 14:09:20 +04:00
sindoring 1c0dfc761d docs(M01): mark coordinate contract handoff ready
Work-Package: M01-FND-COORDS-001
Agent: sindo-main-codex
Tests: coordination and documentation gates passed
Fidelity: handoff records five build 12340 golden coordinate points
2026-07-13 13:30:18 +04:00
sindoring f45695c26a fnd(M01): add canonical coordinate mapper
Work-Package: M01-FND-COORDS-001
Agent: sindo-main-codex
Tests: coordinate mapper, M00 coordinate calibration, baseline manifest, coordination and documentation gates passed
Fidelity: five build 12340 camera points map within 0.002 yard; no visual parity claim
2026-07-13 13:29:59 +04:00
sindoring c2be8ae95e docs(M01): claim canonical coordinate contract
Work-Package: M01-FND-COORDS-001
Agent: sindo-main-codex
Tests: not applicable (claim only)
Fidelity: scope references merged M00 build 12340 coordinate evidence
2026-07-13 13:22:02 +04:00
sindoring 8636427234 Merge pull request 'test(M00): close renderer baseline milestone' (#16) from work/sindo-main-codex/m00-integrator-closeout into master
Reviewed-on: #16
2026-07-13 12:17:51 +03:00
sindoring 5627180fd5 docs(M00): mark closeout handoff ready
Work-Package: M00-QAR-INTEGRATOR-CLOSEOUT-001
Agent: sindo-main-codex
Tests: coordination and documentation gates
Fidelity: metadata-only handoff; no compatibility claim change
2026-07-13 13:17:06 +04:00
sindoring ba81098797 test(M00): close renderer baseline milestone
Work-Package: M00-QAR-INTEGRATOR-CLOSEOUT-001
Agent: sindo-main-codex
Tests: post-merge render baseline dry-run; comparator self-test; coordination and documentation gates
Fidelity: records seven build-12340 reference categories and measured gaps without claiming parity
2026-07-13 13:16:52 +04:00
sindoring f19c0c45a7 Merge pull request 'fix(M00): release GUI capture render resources' (#15) from work/sindo-main-codex/m00-gui-rid-shutdown into master
Reviewed-on: #15
2026-07-13 12:12:33 +03:00
sindoring 09b3e87a8d fix(M00): release GUI capture render resources
Work-Package: M00-QAR-GUI-RID-SHUTDOWN-001
Agent: sindo-main-codex
Tests: render baseline dry-run; runtime cache shutdown; comparator self-test; coordination and documentation gates
Fidelity: shutdown-only ownership fix; no visual or Blizzlike335 behavior change
2026-07-13 11:08:30 +04:00
sindoring d1df794cd6 Merge pull request 'test(M00): complete animation and sky evidence' (#14) from work/sindo-main-codex/m00-animation-sky-evidence into master
Reviewed-on: #14
2026-07-13 09:02:32 +03:00
sindoring 0327e4862d test(M00): complete animation and sky evidence
Work-Package: M00-QAR-ANIMATION-SKY-EVIDENCE-001
Agent: sindo-main-codex
Tests: 14-pair visual audit; manifest/self-test; coordination/documentation gates
Fidelity: sky evidence paired approximately; Gryphon animation observed but placement-unpaired
2026-07-13 10:01:19 +04:00
sindoring 239cb2432e Merge pull request 'test(M00): record final paired evidence' (#13) from work/sindo-main-codex/m00-final-paired-evidence into master
Reviewed-on: #13
2026-07-12 02:28:00 +03:00
sindoring b5ddc86c92 test(M00): record final paired evidence 2026-07-12 03:21:39 +04:00
sindoring 3d90c6d79a Merge pull request 'test(M00): add landmark-region visual diff' (#12) from work/sindo-main-codex/m00-landmark-region-diff into master
Reviewed-on: #12
2026-07-12 02:07:30 +03:00
sindoring a10206b797 test(M00): add landmark-region visual diff 2026-07-12 03:03:59 +04:00
sindoring 3172f41ee5 Merge pull request 'test(M00): refine Goldshire camera framing' (#11) from work/sindo-main-codex/m00-camera-framing-refinement into master
Reviewed-on: #11
2026-07-12 01:51:08 +03:00
sindoring 5a957d2ebb test(M00): refine Goldshire camera framing 2026-07-12 02:49:19 +04:00
sindoring 5092995d0c Merge pull request 'test(M00): require WMO-ready pose captures' (#10) from work/sindo-main-codex/m00-wmo-readiness into master
Reviewed-on: #10
2026-07-12 01:36:02 +03:00
sindoring 4908eb2e31 test(M00): require WMO-ready pose captures 2026-07-12 02:16:09 +04:00
sindoring eca76c5ed1 Merge pull request 'test(M00): record Goldshire pose evidence' (#9) from work/sindo-main-codex/m00-camera-pose-evidence into master
Reviewed-on: #9
2026-07-12 01:00:40 +03:00
sindoring 03891edeb2 test(M00): record Goldshire pose evidence 2026-07-12 01:59:42 +04:00
sindoring 657a1d888a Merge pull request 'test(M00): add camera pose sweep' (#8) from work/sindo-main-codex/m00-camera-pose-sweep into master
Reviewed-on: #8
2026-07-12 00:47:17 +03:00
sindoring b48195d08d test(M00): add camera pose sweep 2026-07-12 01:46:02 +04:00
sindoring 8d4641a43b Merge pull request 'fix(renderer): drain threaded loads on shutdown' (#7) from work/sindo-main-codex/m00-capture-shutdown into master
Reviewed-on: #7
2026-07-12 00:39:21 +03:00
sindoring ad9ba7af4e fix(renderer): drain threaded loads on shutdown 2026-07-12 01:28:26 +04:00
sindoring f54850718a Merge pull request 'test(M00): add empirical checkpoint FOV sweep' (#6) from work/sindo-main-codex/m00-fov-sweep into master
Reviewed-on: #6
2026-07-11 23:57:40 +03:00
sindoring 5103eed014 test(M00): add empirical checkpoint FOV sweep
Work-Package: M00-QAR-FOV-SWEEP-001
Agent: sindo-main-codex
Tests: comparator filter self-test, FOV capture dry-run, bounded real sweep, repository gates
Fidelity: projection sweep remains inconclusive without reproducible reference yaw and pitch
2026-07-12 00:51:58 +04:00
sindoring 9d34a47765 Merge pull request 'test(M00): diagnose checkpoint camera occluders' (#5) from work/sindo-main-codex/m00-camera-occluders into master
Reviewed-on: #5
2026-07-11 23:04:13 +03:00
sindoring aea7787b9b test(M00): diagnose checkpoint camera occluders
Work-Package: M00-QAR-CAMERA-OCCLUDERS-001
Agent: sindo-main-codex
Tests: five-point camera occluder probe, coordination and documentation gates
Fidelity: no camera containment found; manual target and FOV mismatch recorded
2026-07-11 22:23:33 +04:00
sindoring 230620089f Merge pull request 'test(M00): diagnose waterfall tile ownership' (#4) from work/sindo-main-codex/m00-waterfall-tile-ownership into master
Reviewed-on: #4
2026-07-11 21:11:21 +03:00
sindoring 42fdf40282 test(M00): diagnose waterfall tile ownership
Work-Package: M00-QAR-TILE-OWNERSHIP-001
Agent: sindo-main-codex
Tests: strict five-point terrain probe, coordination and documentation gates
Fidelity: tile 30_49 ownership is healthy; exact ray miss classified as triangle seam
2026-07-11 22:06:22 +04:00
sindoring f8538ba2cf Merge pull request 'test(M00): probe renderer terrain clearance' (#3) from work/sindo-main-codex/m00-terrain-height into master
Reviewed-on: #3
2026-07-11 20:48:57 +03:00
sindoring d233a41ce8 test(M00): probe renderer terrain clearance
Work-Package: M00-QAR-TERRAIN-HEIGHT-001
Agent: sindo-main-codex
Tests: five-point terrain probe, coordination and documentation gates
Fidelity: four cameras confirmed above terrain; waterfall tile missing terrain mesh recorded
2026-07-11 19:38:23 +04:00
sindoring dfc10312f8 Merge pull request 'test(M00): add renderer coordinate calibration' (#2) from work/sindo-main-codex/m00-coordinate-calibration into master
Reviewed-on: #2
2026-07-11 18:12:57 +03:00
sindoring 8e8ea32ba3 test(M00): add renderer coordinate calibration
Work-Package: M00-QAR-COORD-CALIBRATION-001
Agent: sindo-main-codex
Tests: coordinate probe, M00 dry-run, coordination and documentation gates
Fidelity: five build 12340 camera points round-trip within 0.000015 units
2026-07-11 19:09:46 +04:00
sindoring 19df5b7968 Merge pull request 'test(M00): add checkpoint perceptual comparison' (#1) from work/sindo-main-codex/m00-checkpoint-diff into master
Reviewed-on: #1
2026-07-11 17:57:04 +03:00
sindoring d467ffee7f test(M00): calibrate paired renderer checkpoints
Work-Package: M00-QAR-VISUAL-DIFF-001
Agent: sindo-main-codex
Tests: synthetic JPG/PNG diff, manifest, coordination and documentation gates
Fidelity: five build 12340 references compared; coordinate and placement gaps recorded
2026-07-11 18:23:07 +04:00
sindoring a4f60dcb06 test(M00): add checkpoint perceptual comparison
Work-Package: M00-QAR-VISUAL-DIFF-001
Agent: sindo-main-codex
Tests: synthetic visual diff, M00 dry-run, coordination and documentation gates
Fidelity: automates paired metrics; approved 3.3.5a captures and human approval remain required
2026-07-11 09:38:40 +04:00
sindoring fbe22f6a94 ещё обновление доки 2026-07-10 18:29:56 +04:00
sindoring 0eef72a2c2 крупное обновление документации 2026-07-10 18:15:05 +04:00
sindoring 01953cc25e обновление md файлов 2026-07-10 15:45:57 +04:00
sindoring b199876ce6 базовый рендер 2026-07-10 11:21:33 +04:00
152 changed files with 11374 additions and 290 deletions
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@@ -35,3 +35,7 @@
# CMake build директория # CMake build директория
/src/native/build/ /src/native/build/
# Local root-level diagnostic capture logs
/*.stdout.log
/*.stderr.log
+23 -5
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@@ -12,9 +12,14 @@
1. Прочитать [`targets/README.md`](targets/README.md). 1. Прочитать [`targets/README.md`](targets/README.md).
2. Прочитать файл текущей цели, указанный там как `Current target`. 2. Прочитать файл текущей цели, указанный там как `Current target`.
3. Прочитать [`docs/README.md`](docs/README.md) и связанные с задачей нормативные документы. 3. Прочитать [`targets/DEVELOPMENT_ROADMAP.md`](targets/DEVELOPMENT_ROADMAP.md) и соответствующий subsystem plan из `targets/roadmap/`.
4. Для renderer-задач прочитать [`RENDER.md`](RENDER.md). 4. Прочитать [`docs/README.md`](docs/README.md) и связанные с задачей нормативные документы.
5. Проверить рабочее дерево и не перезаписывать чужие изменения. 5. Прочитать обязательный [`docs/CODING_STANDARD.md`](docs/CODING_STANDARD.md): явные имена и KISS имеют приоритет.
6. Прочитать обязательный [`docs/DOCUMENTATION_STANDARD.md`](docs/DOCUMENTATION_STANDARD.md) и определить, какие API docs, module spec и diagrams затрагивает задача.
7. Для renderer-задач прочитать [`RENDER.md`](RENDER.md).
8. Проверить рабочее дерево и не перезаписывать чужие изменения.
9. Перед созданием сложной подсистемы или добавлением dependency проверить [`docs/TOOLING_CATALOG.md`](docs/TOOLING_CATALOG.md), зарегистрировать найденные готовые решения и провести bounded evaluation вместо немедленного вендоринга.
10. При командной работе прочитать [`docs/TEAM_WORKFLOW.md`](docs/TEAM_WORKFLOW.md), проверить активные claims/draft PRs и объявить стабильный Agent ID до изменений.
Если задача пользователя противоречит target-порядку, прямое указание пользователя имеет приоритет, но агент обязан сохранить архитектурные границы и отметить влияние на roadmap. Если задача пользователя противоречит target-порядку, прямое указание пользователя имеет приоритет, но агент обязан сохранить архитектурные границы и отметить влияние на roadmap.
@@ -28,10 +33,20 @@
- Интерактивный authoring UI реализуется только через Godot `EditorPlugin`. - Интерактивный authoring UI реализуется только через Godot `EditorPlugin`.
- Любой новый формат, публичный контракт или несовместимое решение требует обновления документации и при необходимости ADR. - Любой новый формат, публичный контракт или несовместимое решение требует обновления документации и при необходимости ADR.
- Исправление дефекта должно получать regression test, когда это технически возможно. - Исправление дефекта должно получать regression test, когда это технически возможно.
- Не писать крупную подсистему с нуля до поиска готовых libraries, reference implementations, fixtures и tooling; результат исследования фиксируется в `docs/TOOLING_CATALOG.md`.
- Не начинать claimed work package другого агента и не редактировать его exclusive paths без явного handoff.
- Не работать двум агентам в одном worktree. Каждый агент использует собственную ветку и clone/worktree.
- Статус milestone, Evidence и `OPENWC_TARGET_DONE` изменяет только назначенный интегратор.
- Каждый новый/существенно изменённый модуль обязан иметь актуальную specification в `docs/modules/`, inline documentation публичного API и data-flow diagram по `docs/DOCUMENTATION_STANDARD.md`.
- Stateful/async/cross-layer работа обязана документировать state/sequence diagram, ownership, threading, failure и recovery paths.
- Документация обновляется в том же work package, что код. Handoff без обязательной документации имеет статус только `PARTIAL`.
- Не сокращать имена ради краткости. Variable/function/type должен явно описывать назначение, domain context, units и coordinate space, когда они неоднозначны.
- Следовать KISS: использовать самое простое корректное решение, не вводить premature abstractions/frameworks/optimizations и изолировать неизбежную сложность.
- Имена `manager`, `helper`, `utils`, `data`, `info`, `process`, `handle` без точного контекста считаются design smell и требуют переименования или обоснования.
## Метки состояния ## Метки состояния
В каждом `targets/*.md` присутствует ровно одна метка: В каждом исполняемом target-файле `targets/[0-9][0-9]-*.md` присутствует ровно одна метка. Справочные документы `targets/DEVELOPMENT_ROADMAP.md` и `targets/roadmap/*.md` меток состояния не имеют:
- `<!-- OPENWC_TARGET:OPEN -->` — цель ещё не начата. - `<!-- OPENWC_TARGET:OPEN -->` — цель ещё не начата.
- `<!-- OPENWC_TARGET:ACTIVE -->` — единственная текущая цель. - `<!-- OPENWC_TARGET:ACTIVE -->` — единственная текущая цель.
@@ -51,6 +66,8 @@
3. В Evidence записаны команды, результаты и изменённые файлы. 3. В Evidence записаны команды, результаты и изменённые файлы.
4. Не осталось обязательных незакрытых пунктов или скрытых заглушек. 4. Не осталось обязательных незакрытых пунктов или скрытых заглушек.
5. Обновлены `targets/README.md` и матрица функций, если применимо. 5. Обновлены `targets/README.md` и матрица функций, если применимо.
6. Публичный API, module spec, input/output tables и обязательные diagrams соответствуют фактической реализации.
7. Код соответствует `docs/CODING_STANDARD.md`: понятные имена, простой data flow и обоснованная сложность.
Агент НЕ ДОЛЖЕН ставить `DONE` только потому, что код компилируется. Если пользователь явно принял частичный результат, статус остаётся `ACTIVE`, а принятое ограничение записывается в Evidence. Агент НЕ ДОЛЖЕН ставить `DONE` только потому, что код компилируется. Если пользователь явно принял частичный результат, статус остаётся `ACTIVE`, а принятое ограничение записывается в Evidence.
@@ -62,4 +79,5 @@
- что изменено; - что изменено;
- какие проверки выполнены; - какие проверки выполнены;
- fidelity evidence для поведения 3.3.5a; - fidelity evidence для поведения 3.3.5a;
- оставшиеся риски или следующий незакрытый checklist item. - оставшиеся риски или следующий незакрытый checklist item;
- какие API/module docs и diagrams созданы или обновлены.
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@@ -1,5 +1,11 @@
# Renderer Notes # Renderer Notes
Воспроизводимый renderer baseline для текущей цели M00, regression manifest, метрики и правила сравнения описаны в [`docs/RENDER_BASELINE.md`](docs/RENDER_BASELINE.md). Baseline фиксирует текущее поведение и известные расхождения, но не заявляет parity с WoW 3.3.5a.
Парные checkpoint PNG можно автоматически проверить через `src/tools/compare_render_checkpoints.gd`; reference-снимки оригинального клиента остаются вне Git, а автоматический tolerance не заменяет human fidelity approval.
Paired run 2026-07-11 подтвердил крупный coordinate/placement gap: некоторые server-derived camera positions оказываются под terrain или внутри WMO/rocks OpenWC. До исправления этого расхождения perceptual metrics измеряют также несовпадение композиции, а не только материалы и свет.
Цель renderer-работы в этом проекте: добиться ощущения производительности оригинального клиента WoW 3.3.5a в Godot, без видимых фризов при переходе ADT -> ADT и без постоянного отката видимых участков к низкому качеству. Цель renderer-работы в этом проекте: добиться ощущения производительности оригинального клиента WoW 3.3.5a в Godot, без видимых фризов при переходе ADT -> ADT и без постоянного отката видимых участков к низкому качеству.
Этот документ фиксирует текущее состояние рендера, сделанные оптимизации и практические правила дальнейшей работы. Этот документ фиксирует текущее состояние рендера, сделанные оптимизации и практические правила дальнейшей работы.
@@ -816,6 +822,57 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
- Added `src/tools/capture_render_checkpoints.gd` to load the Eastern Kingdoms streaming scene, move a dedicated camera to fixed regression viewpoints and save PNGs under `user://render_checkpoints`. - Added `src/tools/capture_render_checkpoints.gd` to load the Eastern Kingdoms streaming scene, move a dedicated camera to fixed regression viewpoints and save PNGs under `user://render_checkpoints`.
- Current checkpoints cover the Elwynn waterfall from front/side and Goldshire Inn/Blacksmith windows. Headless runs are dry-run only because the headless display server cannot produce viewport PNGs. - Current checkpoints cover the Elwynn waterfall from front/side and Goldshire Inn/Blacksmith windows. Headless runs are dry-run only because the headless display server cannot produce viewport PNGs.
## 2026-07-13 Renderer Shutdown Ownership
- `StreamingWorldLoader` drains its asynchronous work before teardown, leaves parented streamed nodes to SceneTree ownership, then explicitly frees detached M2/WMO prototype nodes and clears resource caches.
- `ADTBuilder` explicitly frees a temporary `Water` root when an ADT liquid payload produces no child geometry. Dry tiles must not leave empty nodes in ObjectDB.
- `src/tools/verify_render_runtime_cache_shutdown.gd` regression-checks detached prototype and resource-cache release plus empty-liquid-root ownership. The unified render-baseline runner executes it before capture.
- A focused 8-second GUI checkpoint and a seven-checkpoint single-pass GUI run finish without Node, renderer resource or RID leak diagnostics. A timing-dependent anonymous zero-reference `RefCounted` ObjectDB warning can remain at engine teardown; it is tracked separately and is not suppressed.
- This is shutdown-only ownership behavior and does not alter checkpoint rendering, cache formats or the `Blizzlike335` compatibility profile.
## 2026-07-13 Explicit Streaming Focus
- `StreamingWorldLoader` consumes an immutable `StreamingFocus` containing a
typed `GodotWorldPosition`; runtime streaming no longer discovers the active
`Camera3D` from the viewport or child nodes.
- Eastern Kingdoms and Kalimdor runtime scenes explicitly use the player as the
streaming source. Checkpoint capture and terrain/occluder probes explicitly
use their dedicated camera through the same public refresh path.
- The editor viewport camera remains behind a dedicated editor-only adapter.
`camera_path` is retained solely for optional automatic overview positioning.
- Streaming radii, LOD decisions, cache formats and renderer quality profiles
are unchanged by this migration.
## 2026-07-13 Coordinate Conversion Boundary Gate
- Sky/area lookup, streaming tile ownership, player spawn/terrain sampling and
terrain diagnostics now cross world-coordinate spaces through typed
`CoordinateMapper` methods.
- Renderer distance, LOD, ray and model-local M2/WMO calculations remain in
their existing Godot/local spaces; they are not axis conversions.
- The repository gate rejects new manual world-center, WoW/Godot and
Godot-position-to-ADT formulas. The unified renderer baseline runs this gate.
- Native ADT/WDT parsers keep one shared world conversion in
`wow_chunk_reader.h`; the independent M00 calibration formula remains a test oracle.
- Coordinate contract version 2, renderer radii, cache formats and visual
quality profiles are unchanged.
## 2026-07-13 Golden Server Spawn Renderer Evidence
- The pinned AzerothCore Human Warrior start at server position
`(-8949.95, -132.493, 83.5312)` maps through `CoordinateMapper` to Godot
`(17199.159666667, 83.5312, 26016.616666667)`, ADT `(32,48)` and MCNK `(3,12)`.
- `server_spawn_render_manifest.json` drives the ordinary Eastern Kingdoms
checkpoint capture pipeline at that location; no live database or production
spawn entity is introduced.
- A renderer-native emissive marker starts at the exact mapped origin and keeps
depth testing enabled so GUI evidence exposes its relationship to terrain.
- `verify_server_spawn_renderer.gd` rejects drift between the pinned fixture,
manifest target/player coordinates and expected ADT ownership. The unified
renderer baseline runs this contract check before capture.
- This closes a coordinate/renderer integration criterion only. It does not
claim TrinityCore row equivalence or visual parity with the original client.
## Practical Rule For Future Work ## Practical Rule For Future Work
If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it. If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.
+4 -1
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@@ -788,7 +788,10 @@ static func _build_tile_water_root(data: Dictionary, origin_offset: Vector3) ->
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
root.add_child(mi) root.add_child(mi)
return root if root.get_child_count() > 0 else null if root.get_child_count() > 0:
return root
root.free()
return null
static func _append_liquid_geometry( static func _append_liquid_geometry(
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@@ -0,0 +1,14 @@
# OpenWC Coordination
Основные правила находятся в [`../docs/TEAM_WORKFLOW.md`](../docs/TEAM_WORKFLOW.md).
Предпочтительно вести claims в issue и draft PR/MR общего Git forge. Каталог `claims/` — fallback, если issue tracker недоступен. Один claim — один файл; не использовать общий изменяемый board.
## Создание fallback claim
1. Скопировать [`TASK_TEMPLATE.md`](TASK_TEMPLATE.md) в `claims/<work-package-id>.md`.
2. Заполнить owner, lease, paths, contracts и tests.
3. Опубликовать claim до production edits.
4. После интеграции заменить состояние на `accepted` или удалить claim отдельным coordination commit, сохранив историю в Git.
Claim-файлы не заменяют target Evidence и не меняют milestone status.
+74
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@@ -0,0 +1,74 @@
# <WORK-PACKAGE-ID> — <Title>
<!-- OPENWC_CLAIM:<WORK-PACKAGE-ID>:<AGENT-ID>:<YYYY-MM-DD> -->
## Ownership
- Target:
- Program:
- Owner/Agent ID:
- Branch:
- Lease expires UTC:
- Integrator:
## Outcome
## Non-goals
## Paths
- Exclusive:
- Shared/hotspots:
- Generated/ignored:
## Contracts and data
- Public API/events:
- Schema/format version:
- Migration/compatibility:
- Consumers:
## Dependencies
- Requires:
- Blocks:
- External state:
## Verification
- Commands:
- Fixtures:
- Fidelity evidence:
- Performance budget:
## Documentation deliverables
- Inline public API docs:
- Module specification:
- Data-flow diagram:
- Sequence/state/dependency diagrams:
- Source map/status updates:
## Simplicity and naming
- Important names introduced:
- Simplest considered solution:
- Rejected complexity/abstractions:
- Unavoidable complexity and justification:
- Measured optimization evidence:
## Status
- State: claimed
- Done:
- Next:
- Blocked by:
## Handoff
- Commit:
- Results:
- Remaining risks:
- Documentation updated:
@@ -0,0 +1,79 @@
# M00-QAR-ANIMATION-SKY-EVIDENCE-001 — Animation and sky evidence
<!-- OPENWC_CLAIM:M00-QAR-ANIMATION-SKY-EVIDENCE-001:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-ANIMATION-SKY-EVIDENCE-001:d1df794 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-animation-sky-evidence`
- Lease expires UTC: 2026-07-15
- Integrator: milestone integrator
## Outcome
Add private build 12340 evidence for the remaining sky-transition and native animated-M2 coverage, rerun all paired comparisons, and hand the resulting audit to the milestone integrator.
## Non-goals
- Committing proprietary screenshots or extracted assets.
- Claiming renderer parity from mismatched world placement or animation phase.
- Marking M00 DONE; only the milestone integrator may change target status or Evidence.
## Paths
- Exclusive: this claim and animation/sky evidence documentation
- Shared/hotspots: `docs/M00_FINAL_PAIRED_EVIDENCE.md`, `docs/modules/world-renderer.md`
- Generated/ignored: normalized private references under `sources/OpenWCReferenceCheckpoints`; captures and reports under `user://`
## Contracts and data
- Public API/events: unchanged
- Schema/format version: unchanged
- Migration/compatibility: existing five-reference comparison remains valid
- Consumers: M00 milestone integrator
## Dependencies
- Requires: user-captured build 12340 screenshots at 19:00 and two real `GryphonRoost01` animation phases
- Blocks: final integrator decision on M00 completion
- External state: private screenshots remain outside Git
## Verification
- Commands: private-reference preparation, full baseline runner, comparator self-test, coordination and documentation gates
- Fixtures: seven private build 12340 checkpoint references plus a second animation-phase provenance frame
- Fidelity evidence: sky-transition screenshot and observed wing pose change over three seconds
- Performance budget: existing M00 capture budgets
## Documentation deliverables
- Inline public API docs: unchanged
- Module specification: paired coverage and remaining limitations
- Data-flow diagram: unchanged
- Sequence/state/dependency diagrams: unchanged
- Source map/status updates: final paired evidence audit
## Simplicity and naming
- Important names introduced: none
- Simplest considered solution: normalize private captures outside Git and reuse the existing comparator
- Rejected complexity/abstractions: adding a video comparator or committing an asset corpus
- Unavoidable complexity and justification: animation phase and synthetic placement require human evidence classification alongside pixel metrics
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: exact-size private references registered; real ADT placement verified; canonical and visual captures completed; fourteen comparisons audited
- Next: milestone integrator reviews synthetic/real placement classification and GUI RID risk
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: `compared=14`, `failed=14`, `missing=0`; mean error `0.066893..0.176955`; original-client Gryphon wing phase changed over three seconds
- Remaining risks: synthetic probe placement differs from the original-client world placement; GUI RID/resource diagnostics remain separate
- Documentation updated: `docs/M00_FINAL_PAIRED_EVIDENCE.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-CAMERA-FRAMING-REFINEMENT-001 — Goldshire pitch/FOV refinement
<!-- OPENWC_CLAIM:M00-QAR-CAMERA-FRAMING-REFINEMENT-001:sindo-main-codex:2026-07-14 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-CAMERA-FRAMING-REFINEMENT-001:3172f41 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-camera-framing-refinement`
- Lease expires UTC: 2026-07-14
- Integrator: milestone integrator
## Outcome
Jointly refine Goldshire checkpoint pitch and FOV against a WMO-ready build 12340 reference.
## Non-goals
- Changing runtime player camera defaults.
- Changing manifest values without an interior optimum and human approval.
- Optimizing yaw beyond the ready-scene coarse result.
## Paths
- Exclusive: joint FOV option in camera-pose sweep and framing evidence
- Shared/hotspots: camera-pose operational documentation and renderer module findings
- Generated/ignored: candidate PNGs and ranking JSON under `user://`
## Contracts and data
- Public API/events: additive `-CameraFovValues`; scalar `-CameraFov` remains compatible
- Schema/format version: ranking schema remains version 1 with existing per-candidate FOV field
- Migration/compatibility: scalar sweeps retain existing candidate paths
- Consumers: M00 fidelity workflow
## Dependencies
- Requires: WMO-ready 8-second capture contract
- Blocks: Goldshire manifest framing decision
- External state: private build 12340 reference remains outside Git
## Verification
- Commands: joint-grid plan regression, real ready-scene sweep, comparator self-test, repository gates
- Fixtures: private Goldshire Inn reference
- Fidelity evidence: joint pitch/FOV ranking and human inspection
- Performance budget: offline diagnostic
## Documentation deliverables
- Inline public API docs: PowerShell parameter
- Module specification: framing finding
- Data-flow diagram: FOV joins pose grid
- Sequence/state/dependency diagrams: unchanged
- Source map/status updates: operational guide
## Simplicity and naming
- Important names introduced: `CameraFovValues`, `effectiveCameraFovValues`
- Simplest considered solution: one additional loop around the existing grid
- Rejected complexity/abstractions: generic optimizer
- Unavoidable complexity and justification: projection and pitch jointly affect framing
- Measured optimization evidence: bounded 1x5x3 grid
## Status
- State: ready-for-review
- Done: additive joint FOV grid, compatibility-preserving paths, plan regression, ready-scene 15-candidate ranking and human inspection
- Next: add approved landmark/region scoring before any manifest camera calibration
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: numeric best FOV 62/yaw 10/pitch -25 at mean 0.078843 and ratio 0.667721 was visually rejected as grass-dominated; FOV 38/yaw 10/pitch -10 better matched building scale at mean 0.084220
- Remaining risks: full-frame metric does not preserve landmark framing; no manifest values were changed
- Documentation updated: `docs/CAMERA_POSE_SWEEP.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-CAMERA-OCCLUDERS-001 — Camera occluder diagnostic
<!-- OPENWC_CLAIM:M00-QAR-CAMERA-OCCLUDERS-001:sindo-main-codex:2026-07-13 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-CAMERA-OCCLUDERS-001:9d34a47 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-camera-occluders`
- Lease expires UTC: 2026-07-13
- Integrator: milestone integrator
## Outcome
Report scene-tree M2/WMO geometry that contains calibrated cameras or intersects each camera-to-target segment.
## Non-goals
- Changing placements, cameras, FOV, culling, or renderer behavior.
- Claiming full coverage of RenderingServer RID-only instances.
- Implementing a production visibility or collision service.
## Paths
- Exclusive: `src/tools/probe_render_camera_occluders.gd`
- Shared/hotspots: renderer baseline documentation
- Generated/ignored: local JSON probe reports
## Contracts and data
- Public API/events: headless diagnostic CLI only
- Schema/format version: report schema 1
- Migration/compatibility: none
- Consumers: M00 fidelity workflow
## Dependencies
- Requires: calibrated five-point manifest and streaming scene
- Blocks: placement versus camera-composition classification
- External state: local extracted/cache data
## Verification
- Commands: camera occluder probe, coordination and documentation gates
- Fixtures: five calibrated camera/target segments
- Fidelity evidence: scene-tree bounds at paired build 12340 viewpoints
- Performance budget: offline diagnostic
## Documentation deliverables
- Inline public API docs: probe header and output fields
- Module specification: verification/source map
- Data-flow diagram: occluder probe flow
- Sequence/state/dependency diagrams: synchronous diagnostic; not applicable
- Source map/status updates: baseline findings
## Simplicity and naming
- Important names introduced: `camera_containing_geometry`, `segment_intersecting_geometry`
- Simplest considered solution: transformed published AABBs
- Rejected complexity/abstractions: GPU visibility readback or new BVH
- Unavoidable complexity and justification: RID-only geometry cannot be named by this probe
- Measured optimization evidence: not applicable
## Status
- State: ready
- Done: five-point scene-tree AABB probe, containment/intersection classification and documentation
- Next: integrator review; calibrate reproducible reference camera direction/FOV separately
- Blocked by:
## Handoff
- Commit: branch HEAD
- Results: zero containing geometry at all five cameras; expected WMO/liquid target intersections; ADT/dense segments unobstructed
- Remaining risks: RID-only instances are excluded; manual reference direction and FOV were not recorded exactly
- Documentation updated: `docs/RENDER_BASELINE.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-CAMERA-POSE-EVIDENCE-001 — Goldshire camera pose evidence
<!-- OPENWC_CLAIM:M00-QAR-CAMERA-POSE-EVIDENCE-001:sindo-main-codex:2026-07-14 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-CAMERA-POSE-EVIDENCE-001:eca76c5 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-camera-pose-evidence`
- Lease expires UTC: 2026-07-14
- Integrator: milestone integrator
## Outcome
Produce coarse-to-fine yaw/pitch evidence for the build 12340 Goldshire Inn reference and classify whether framing dominates the paired-image gap.
## Non-goals
- Changing manifest camera defaults before human approval.
- Treating minimum perceptual error as proof of exact camera parity.
- Committing proprietary reference images or generated candidates.
## Paths
- Exclusive: camera-pose evidence record
- Shared/hotspots: renderer baseline and module fidelity findings
- Generated/ignored: all sweep PNGs and JSON under `user://`
## Contracts and data
- Public API/events: none
- Schema/format version: unchanged
- Migration/compatibility: none
- Consumers: M00 fidelity review
## Dependencies
- Requires: merged camera-pose sweep and local build 12340 reference
- Blocks: classification of the Goldshire WMO paired gap
- External state: `sources/OpenWCReferenceCheckpoints/goldshire_inn_large_wmo.jpg`
## Verification
- Commands: coarse and fine real sweeps, ranking inspection, repository gates
- Fixtures: private Goldshire Inn build 12340 screenshot
- Fidelity evidence: ranked mean perceptual error and changed-pixel ratio
- Performance budget: offline diagnostic only
## Documentation deliverables
- Inline public API docs: unchanged
- Module specification: fidelity finding and remaining risk
- Data-flow diagram: unchanged
- Sequence/state/dependency diagrams: unchanged
- Source map/status updates: baseline evidence
## Simplicity and naming
- Important names introduced: none
- Simplest considered solution: use the merged bounded grid runner
- Rejected complexity/abstractions: optimizer or renderer changes
- Unavoidable complexity and justification: real images must be rendered for each candidate
- Measured optimization evidence: single pass per candidate
## Status
- State: ready-for-review
- Done: private reference dimensions verified; coarse, extended and limit sweeps completed; representative candidates inspected; runner failure handling hardened
- Next: investigate Goldshire Inn spatial/placement composition separately; do not change manifest yaw/pitch from this metric
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: zero offset mean error 0.099632; coarse best (-10,-20) 0.077575; metric decreased monotonically to (0,-60) 0.063574/changed ratio 0.549556, while visual inspection showed only grass and no inn
- Remaining risks: full-frame color error cannot register a missing landmark; WMO placement/streaming at this checkpoint remains unresolved
- Documentation updated: `docs/CAMERA_POSE_SWEEP.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-CAMERA-POSE-SWEEP-001 — Empirical camera pose sweep
<!-- OPENWC_CLAIM:M00-QAR-CAMERA-POSE-SWEEP-001:sindo-main-codex:2026-07-14 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-CAMERA-POSE-SWEEP-001:657a1d8 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-camera-pose-sweep`
- Lease expires UTC: 2026-07-14
- Integrator: milestone integrator
## Outcome
Recover reproducible checkpoint framing by sweeping bounded yaw/pitch offsets and ranking paired-image error.
## Non-goals
- Changing runtime player camera defaults.
- Claiming an exact original-client camera pose from perceptual score alone.
- Adding computer-vision registration or image warping.
## Paths
- Exclusive: camera-pose CLI and sweep orchestration
- Shared/hotspots: renderer baseline documentation
- Generated/ignored: local candidate PNGs and JSON reports
## Contracts and data
- Public API/events: additive camera yaw/pitch offset and single-pass capture options; new PowerShell sweep command
- Schema/format version: capture report schema remains version 1 with additive camera-offset fields
- Migration/compatibility: existing capture commands retain zero offsets and two passes
- Consumers: M00 paired-fidelity workflow
## Dependencies
- Requires: build 12340 reference image, capture tool, paired-image comparator
- Blocks: reproducible manual-reference framing
- External state: original screenshots remain outside Git
## Verification
- Commands: capture dry-run offset regression, comparator self-test, bounded local sweep when a display/reference is available, repository gates
- Fixtures: one named M00 checkpoint
- Fidelity evidence: ranked yaw/pitch candidates with explicit human-approval requirement
- Performance budget: offline diagnostic; single-pass mode avoids redundant warm capture
## Documentation deliverables
- Inline public API docs: capture and sweep usage
- Module specification: camera-pose data flow, verification and source map
- Data-flow diagram: updated pose-sweep flow
- Sequence/state/dependency diagrams: unchanged
- Source map/status updates: baseline workflow and findings
## Simplicity and naming
- Important names introduced: `camera_yaw_offset_degrees`, `camera_pitch_offset_degrees`, `single_pass`
- Simplest considered solution: bounded grid over existing capture/comparator tools
- Rejected complexity/abstractions: feature matching, optimizer framework, image transforms
- Unavoidable complexity and justification: original-client camera angles are not exposed by tested APIs
- Measured optimization evidence: single-pass mode halves captures per candidate
## Status
- State: ready-for-review
- Done: additive capture offsets, single-pass calibration mode, bounded grid runner, ranked JSON contract, grid-plan regression and documentation
- Next: run a coarse-to-fine real sweep with the private build 12340 reference directory, then obtain human framing approval
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: dry-run reported yaw 12.50/pitch -7.50; comparator self-test passed; a 3x2 plan produced six unique candidates; full seven-checkpoint M00 dry-run passed with default zero offsets
- Remaining risks: no private reference directory was available in this worktree, so real perceptual ranking and human approval remain external evidence
- Documentation updated: `docs/CAMERA_POSE_SWEEP.md`; renderer module verification, risk and source map
@@ -0,0 +1,79 @@
# M00-QAR-CAPTURE-SHUTDOWN-001 — Capture shutdown drain
<!-- OPENWC_CLAIM:M00-QAR-CAPTURE-SHUTDOWN-001:sindo-main-codex:2026-07-14 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-CAPTURE-SHUTDOWN-001:8d4641a -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-capture-shutdown`
- Lease expires UTC: 2026-07-14
- Integrator: milestone integrator
## Outcome
Eliminate the reproducible capture-tool ObjectDB leak by completing owned threaded resource requests and draining deferred scene deletion before process exit.
## Non-goals
- Refactoring renderer resource ownership.
- Hiding genuine RID or worker-task leaks.
- Changing capture images, metrics, or streaming behavior.
## Paths
- Exclusive: capture tool shutdown sequence
- Shared/hotspots: renderer baseline documentation
- Generated/ignored: verbose Godot logs
## Contracts and data
- Public API/events: none
- Schema/format version: unchanged
- Migration/compatibility: none
- Consumers: M00 baseline runner
## Dependencies
- Requires: reproducible verbose leak diagnostic
- Blocks: clean M00 capture shutdown evidence
- External state: none
## Verification
- Commands: identical verbose dry-run before/after, M00 dry-run, repository gates
- Fixtures: ADT-boundary filtered capture
- Fidelity evidence: no visual behavior change
- Performance budget: blocking resource completion is restricted to shutdown; two SceneTree drain frames only
## Documentation deliverables
- Inline public API docs: shutdown rationale comment
- Module specification: recovery/known-risk update
- Data-flow diagram: unchanged
- Sequence/state/dependency diagrams: shutdown sequence documented in baseline
- Source map/status updates: baseline evidence
## Simplicity and naming
- Important names introduced: none
- Simplest considered solution: await two SceneTree frames after `queue_free` and finish registered in-flight ResourceLoader requests during loader shutdown
- Rejected complexity/abstractions: resource registry or manual child traversal
- Unavoidable complexity and justification: deferred deletion requires frame drain
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: one leaked RefCounted reproduced; isolation attributed it to `StreamingWorldLoader`; active threaded tile request was confirmed as the retained object; all owned threaded resource registries now finish in-progress requests before clearing; two identical verbose ADT-boundary runs and the full M00 dry-run completed without ObjectDB leak diagnostics
- Next: integrator review and merge
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: verbose filtered capture returned one report and zero `Leaked instance`/`ObjectDB instances leaked` lines on two consecutive runs; `run_render_baseline.ps1 -DryRun` passed all gates and seven checkpoints
- Remaining risks:
- Documentation updated: `docs/modules/world-renderer.md` shutdown sequence, ownership contract, recovery table and known-risk status
@@ -0,0 +1,79 @@
# M00-QAR-COORD-CALIBRATION-001 — Renderer coordinate calibration
<!-- OPENWC_CLAIM:M00-QAR-COORD-CALIBRATION-001:sindo-main-codex:2026-07-13 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-COORD-CALIBRATION-001:dfc1031 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-coordinate-calibration`
- Lease expires UTC: 2026-07-13
- Integrator: milestone integrator
## Outcome
Record the five observed build 12340 camera positions as non-proprietary golden coordinates and determine whether the existing WoW/Godot position formula round-trips them.
## Non-goals
- Introducing the M01 production `CoordinateMapper` contract.
- Changing terrain, placement, WMO, liquid, or streaming behavior.
- Claiming camera composition parity from coordinate round-trip alone.
## Paths
- Exclusive: `src/tools/verify_render_coordinate_calibration.gd`
- Shared/hotspots: `src/tools/render_baseline_manifest.json`, renderer baseline documentation
- Generated/ignored: original-client screenshots and local reports
## Contracts and data
- Public API/events: none; headless diagnostic only
- Schema/format version: additive checkpoint calibration metadata, manifest schema remains 1
- Migration/compatibility: existing capture consumers ignore additive fields
- Consumers: M00 fidelity workflow and future M01 golden fixtures
## Dependencies
- Requires: five accepted original-client build 12340 viewpoints
- Blocks: diagnosis of paired camera/placement mismatch
- External state: screenshots remain outside Git
## Verification
- Commands: coordinate calibration probe, baseline manifest, coordination and documentation gates
- Fixtures: five `reference_wow_camera` values in renderer manifest
- Fidelity evidence: positions were observed in build 12340 during the paired session
- Performance budget: negligible headless arithmetic
## Documentation deliverables
- Inline public API docs: diagnostic script header
- Module specification: renderer verification/source map update
- Data-flow diagram: baseline calibration flow update
- Sequence/state/dependency diagrams: not applicable; stateless synchronous probe
- Source map/status updates: renderer module and baseline document
## Simplicity and naming
- Important names introduced: `reference_wow_camera`, `maximum_round_trip_error`
- Simplest considered solution: direct formula probe over manifest fixtures
- Rejected complexity/abstractions: production domain mapper before M01
- Unavoidable complexity and justification: none
- Measured optimization evidence: not applicable
## Status
- State: ready
- Done: five golden camera points, headless round-trip probe, runner integration and documentation
- Next: integrator review; diagnose terrain height/placement/composition separately
- Blocked by:
## Handoff
- Commit: branch HEAD
- Results: five points passed with maximum mapping/round-trip error 0.000015
- Remaining risks: correct position arithmetic does not prove terrain height, placement or camera direction parity
- Documentation updated: `docs/RENDER_BASELINE.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-FINAL-PAIRED-EVIDENCE-001 — Final paired evidence audit
<!-- OPENWC_CLAIM:M00-QAR-FINAL-PAIRED-EVIDENCE-001:sindo-main-codex:2026-07-14 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-FINAL-PAIRED-EVIDENCE-001:239cb24 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-final-paired-evidence`
- Lease expires UTC: 2026-07-14
- Integrator: milestone integrator
## Outcome
Produce one final WMO-ready paired report for all available build 12340 references and reconcile the remaining M00 acceptance gaps.
## Non-goals
- Achieving renderer parity inside M00.
- Calibrating unknown manual camera parameters.
- Marking the target DONE; only the milestone integrator may do so.
## Paths
- Exclusive: paired-run exit handling and final evidence record
- Shared/hotspots: renderer baseline/module findings
- Generated/ignored: final captures and reports under `user://`
## Contracts and data
- Public API/events: visual comparison exit 0/1 both count as completed report generation
- Schema/format version: unchanged
- Migration/compatibility: comparator infrastructure errors remain fatal
- Consumers: M00 integrator
## Dependencies
- Requires: merged region diagnostic and five private reference images
- Blocks: integrator decision on M00 completion
- External state: private images remain outside Git
## Verification
- Commands: complete paired baseline run, report audit, repository gates
- Fixtures: five build 12340 references
- Fidelity evidence: cold/warm comparison metrics and human gap classification
- Performance budget: existing M00 capture budgets
## Documentation deliverables
- Inline public API docs: PowerShell comparison step semantics
- Module specification: final evidence status
- Data-flow diagram: unchanged
- Sequence/state/dependency diagrams: unchanged
- Source map/status updates: baseline acceptance summary
## Simplicity and naming
- Important names introduced: `Invoke-GodotComparisonStep`
- Simplest considered solution: allow only comparator exit codes 0 and 1
- Rejected complexity/abstractions: suppressing all process failures
- Unavoidable complexity and justification: threshold exceedance is evidence, not infrastructure failure
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: paired-run exit contract fixed; full baseline and visual capture completed; ten pairs audited; final acceptance document written
- Next: integrator decides animated/sky reference policy and GUI RID-risk disposition
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: compared=10, failed=10, missing=0; mean error 0.066892..0.176952; cold/warm gaps stable; full workflow returned success with threshold evidence preserved
- Remaining risks: no build 12340 animated-M2 or sky-transition reference; GUI renderer RID/resources still reported at exit
- Documentation updated: `docs/M00_FINAL_PAIRED_EVIDENCE.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-FOV-SWEEP-001 — Empirical camera FOV sweep
<!-- OPENWC_CLAIM:M00-QAR-FOV-SWEEP-001:sindo-main-codex:2026-07-14 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-FOV-SWEEP-001:f548507 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-fov-sweep`
- Lease expires UTC: 2026-07-14
- Integrator: milestone integrator
## Outcome
Support a bounded empirical FOV sweep when build 12340 does not expose a readable camera FOV CVar.
## Non-goals
- Claiming exact WoW FOV from a single manually aimed screenshot.
- Changing runtime player camera defaults.
- Automating yaw/pitch registration or image warping.
## Paths
- Exclusive: FOV/filter CLI additions in checkpoint tools
- Shared/hotspots: renderer baseline documentation
- Generated/ignored: local sweep PNGs and JSON reports
## Contracts and data
- Public API/events: additive `--camera-fov` and comparator `--only` CLI options
- Schema/format version: unchanged
- Migration/compatibility: existing commands retain defaults
- Consumers: M00 fidelity workflow
## Dependencies
- Requires: build 12340 reference JPG and paired-image comparator
- Blocks: empirical projection ranking
- External state: original screenshots remain outside Git
## Verification
- Commands: synthetic comparator test, capture dry-run with override, bounded real sweep
- Fixtures: `elwynn_adt_boundary` reference
- Fidelity evidence: ranked perceptual metrics with manual-direction limitation
- Performance budget: offline diagnostic
## Documentation deliverables
- Inline public API docs: CLI headers
- Module specification: verification/source map if needed
- Data-flow diagram: FOV sweep flow
- Sequence/state/dependency diagrams: not applicable
- Source map/status updates: baseline findings
## Simplicity and naming
- Important names introduced: `camera_fov_override`, `only_filter`
- Simplest considered solution: reuse capture and comparator
- Rejected complexity/abstractions: computer vision registration framework
- Unavoidable complexity and justification: multiple captures are required because client FOV is inaccessible
- Measured optimization evidence: not applicable
## Status
- State: ready
- Done: client FOV access audit, capture override, comparator filter/regression, dedicated-camera ownership fix and bounded sweep
- Next: integrator review; obtain reproducible yaw/pitch/zoom metadata before changing normative FOV
- Blocked by:
## Handoff
- Commit: branch HEAD
- Results: corrected ranking 26=0.079588, 38=0.079633, 50=0.084353, 62=0.088360, 86=0.097993; plateau is inconclusive
- Remaining risks: build 12340 FOV is inaccessible through tested APIs; manual direction/framing dominates metrics
- Documentation updated: `docs/RENDER_BASELINE.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-GUI-RID-SHUTDOWN-001 — GUI capture RID shutdown
<!-- OPENWC_CLAIM:M00-QAR-GUI-RID-SHUTDOWN-001:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-GUI-RID-SHUTDOWN-001:f19c0c4 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-gui-rid-shutdown`
- Lease expires UTC: 2026-07-15
- Integrator: milestone integrator
## Outcome
Identify ownership of GUI render-baseline shutdown leaks and apply the smallest regression-covered fix that lets queued world resources release before engine teardown.
## Non-goals
- Renderer architecture decomposition.
- Hiding or filtering Godot leak diagnostics.
- Changing M00 status, Evidence or `OPENWC_TARGET_DONE`.
## Paths
- Exclusive: capture shutdown sequencing and its regression diagnostic
- Shared/hotspots: `src/tools/capture_render_checkpoints.gd`, renderer module shutdown documentation
- Generated/ignored: GUI capture output and verbose logs under `user://`
## Contracts and data
- Public API/events: unchanged
- Schema/format version: unchanged
- Migration/compatibility: capture images and report schema remain unchanged
- Consumers: M00 baseline runner and milestone integrator
## Dependencies
- Requires: merged seven-reference evidence audit
- Blocks: integrator disposition of the final GUI renderer leak risk
- External state: proprietary references are not required for the focused shutdown regression
## Verification
- Commands: focused GUI single-checkpoint capture with verbose shutdown, headless project load, manifest/self-tests, repository gates
- Fixtures: existing non-proprietary render-baseline manifest and local extracted corpus
- Fidelity evidence: no visual behavior change; focused PNG hash/report remains valid
- Performance budget: shutdown-only change
## Documentation deliverables
- Inline public API docs: shutdown method semantics if introduced
- Module specification: shutdown ownership and observed leak status
- Data-flow diagram: unchanged
- Sequence/state/dependency diagrams: update shutdown sequence only if behavior changes
- Source map/status updates: capture tool if changed
## Simplicity and naming
- Important names introduced: `_release_runtime_caches_for_shutdown`, `_free_detached_node_cache`, `_queue_free_streamed_node`
- Simplest considered solution: explicitly release capture-owned scene references and drain deferred deletion
- Rejected complexity/abstractions: global RID registry or suppressed engine diagnostics
- Unavoidable complexity and justification: async streaming jobs must finish before resource ownership can drain
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: reproduced the focused leak; assigned detached prototype/resource caches and empty liquid roots to explicit owners; added a headless regression; verified zero Node/resource/RID leak lines in focused and seven-checkpoint GUI captures
- Next: integrator review and disposition of the residual engine-level zero-reference `RefCounted` diagnostic
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: before the fix the focused capture retained 6 mesh, 6 material, 4 shader, 6 texture, 6 instance and RenderingDevice RIDs (30 resources); after the fix focused and seven-checkpoint captures retained none
- Remaining risks: D3D12 descriptor fallback remains unrelated; Godot can report a timing-dependent anonymous `RefCounted` whose reference count is already zero, without retained Node/resource/RID ownership
- Documentation updated: `RENDER.md`, `docs/modules/world-renderer.md`, `docs/M00_FINAL_PAIRED_EVIDENCE.md`; existing renderer shutdown sequence updated, no new diagram required
@@ -0,0 +1,79 @@
# M00-QAR-INTEGRATOR-CLOSEOUT-001 — M00 milestone closeout
<!-- OPENWC_CLAIM:M00-QAR-INTEGRATOR-CLOSEOUT-001:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_HANDOFF:READY:M00-QAR-INTEGRATOR-CLOSEOUT-001:ba81098 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-integrator-closeout`
- Lease expires UTC: 2026-07-15
- Integrator: sindo-main-codex, assigned by the user on 2026-07-13
## Outcome
Audit merged M00 work packages, refresh final Evidence, close the milestone and activate M01.
## Non-goals
- Change renderer behavior or compatibility claims.
- Start M01 implementation.
- Commit proprietary references or generated capture output.
## Paths
- Exclusive: M00/M01 target status and final M00 Evidence
- Shared/hotspots: `targets/README.md`, `targets/DEVELOPMENT_ROADMAP.md`, completed M00 claims
- Generated/ignored: `user://` post-merge reports
## Contracts and data
- Public API/events: unchanged
- Schema/format version: unchanged
- Migration/compatibility: none
- Consumers: milestone integrator and M01 work packages
## Dependencies
- Requires: merged M00 PRs #1 through #15 and final paired evidence
- Blocks: M01 activation
- External state: private reference images remain outside Git; their hashes and metrics are already recorded
## Verification
- Commands: post-merge render baseline dry-run, coordination gate, documentation gate
- Fixtures: seven-checkpoint non-proprietary manifest and recorded private-reference hashes/metrics
- Fidelity evidence: closeout preserves the explicit non-parity classification in `docs/M00_FINAL_PAIRED_EVIDENCE.md`
- Performance budget: no runtime change
## Documentation deliverables
- Inline public API docs: unchanged
- Module specification: unchanged
- Data-flow diagram: unchanged
- Sequence/state/dependency diagrams: unchanged
- Source map/status updates: target index, roadmap current state and M00 Evidence
## Simplicity and naming
- Important names introduced: none
- Simplest considered solution: status and Evidence-only integrator patch
- Rejected complexity/abstractions: new closeout tooling for a one-time milestone transition
- Unavoidable complexity and justification: none
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: verified all M00 PRs and merge commits, refreshed final Evidence, closed M00, activated M01 and passed transition gates
- Next: review and merge the closeout PR before starting an M01 implementation claim
- Blocked by:
## Handoff
- Commit: `ba81098`
- Results: exactly one ACTIVE target (M01); M00 DONE marker accepted; post-merge baseline, comparator self-test, coordination and documentation gates passed
- Remaining risks: documented renderer fidelity gaps and D3D12 fallback continue beyond M00
- Documentation updated: target status/index, development-roadmap current state and final M00 Evidence
@@ -0,0 +1,79 @@
# M00-QAR-LANDMARK-REGION-DIFF-001 — Landmark-region visual diff
<!-- OPENWC_CLAIM:M00-QAR-LANDMARK-REGION-DIFF-001:sindo-main-codex:2026-07-14 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-LANDMARK-REGION-DIFF-001:3d90c6d -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-landmark-region-diff`
- Lease expires UTC: 2026-07-14
- Integrator: milestone integrator
## Outcome
Rank camera candidates inside an approved common screen region so unrelated grass/sky coverage cannot dominate landmark framing.
## Non-goals
- Automatic feature detection or image warping.
- Different crops for reference and candidate.
- Changing manifest camera values without human approval.
## Paths
- Exclusive: comparator common-region option and sweep pass-through
- Shared/hotspots: camera-pose documentation and renderer fidelity findings
- Generated/ignored: local ROI sweep images/reports
## Contracts and data
- Public API/events: additive comparator `--region x,y,width,height` and sweep `-ComparisonRegion`
- Schema/format version: report/ranking schema remains version 1 with additive region metadata
- Migration/compatibility: omitted region preserves full-frame behavior
- Consumers: M00 paired camera calibration
## Dependencies
- Requires: ready-scene joint pitch/FOV sweep
- Blocks: landmark-weighted Goldshire framing decision
- External state: private build 12340 reference
## Verification
- Commands: comparator synthetic ROI regression, invalid-bound regression, sweep plan, bounded real ROI sweep, repository gates
- Fixtures: synthetic 2x2 images and private Goldshire reference
- Fidelity evidence: facade-region ranking plus human inspection
- Performance budget: region comparison visits only selected pixels
## Documentation deliverables
- Inline public API docs: comparator usage and PowerShell parameter
- Module specification: ROI finding
- Data-flow diagram: approved region into comparator
- Sequence/state/dependency diagrams: unchanged
- Source map/status updates: camera-pose guide
## Simplicity and naming
- Important names introduced: `ComparisonRegion`, `comparison_region`
- Simplest considered solution: one common integer rectangle
- Rejected complexity/abstractions: masks, feature detectors, separate movable crops
- Unavoidable complexity and justification: full-frame color error is biased by large terrain regions
- Measured optimization evidence: bounded pixel loop
## Status
- State: ready-for-review
- Done: common ROI parser/validation/reporting, synthetic inclusion/exclusion regression, sweep pass-through, 15-candidate Goldshire rescoring and human inspection
- Next: define explicit approved landmark coordinates or mask; do not calibrate manifest from the common rectangle alone
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: ROI [300,100,1400,650] ranked FOV 38/yaw 10/pitch -15 first at mean 0.081777 and ratio 0.697185; visually the facade remains oversized and cropped
- Remaining risks: rectangle includes non-semantic road/terrain pixels and cannot prove landmark alignment
- Documentation updated: `docs/CAMERA_POSE_SWEEP.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-TERRAIN-HEIGHT-001 — Terrain height diagnostic
<!-- OPENWC_CLAIM:M00-QAR-TERRAIN-HEIGHT-001:sindo-main-codex:2026-07-13 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-TERRAIN-HEIGHT-001:f8538ba -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-terrain-height`
- Lease expires UTC: 2026-07-13
- Integrator: milestone integrator
## Outcome
Measure rendered terrain height and camera clearance at the five build 12340 golden checkpoints without changing renderer behavior.
## Non-goals
- Adding a runtime terrain-query API or collision system.
- Changing terrain geometry, coordinate mapping, placements, or cameras.
- Implementing the M01 CoordinateMapper.
## Paths
- Exclusive: `src/tools/probe_render_terrain_height.gd`
- Shared/hotspots: renderer baseline documentation and runner
- Generated/ignored: local JSON probe reports
## Contracts and data
- Public API/events: headless diagnostic CLI only
- Schema/format version: report schema 1
- Migration/compatibility: none
- Consumers: M00 fidelity diagnosis
## Dependencies
- Requires: calibrated renderer manifest and active terrain meshes
- Blocks: classification of under-terrain camera gaps
- External state: local extracted/cache data
## Verification
- Commands: terrain probe, M00 dry-run, coordination and documentation gates
- Fixtures: five calibrated manifest checkpoints
- Fidelity evidence: camera clearance against rendered OpenWC terrain
- Performance budget: offline diagnostic only
## Documentation deliverables
- Inline public API docs: script CLI header
- Module specification: verification/source map
- Data-flow diagram: terrain probe flow
- Sequence/state/dependency diagrams: synchronous diagnostic; not applicable
- Source map/status updates: baseline and renderer module
## Simplicity and naming
- Important names introduced: `terrain_height`, `camera_clearance`
- Simplest considered solution: CPU ray against already loaded mesh
- Rejected complexity/abstractions: new parser, physics collision, runtime query service
- Unavoidable complexity and justification: tile-local ray transform is required by mesh ownership
- Measured optimization evidence: not applicable
## Status
- State: ready
- Done: active-mesh terrain probe, four clearance measurements, isolated waterfall missing-mesh confirmation and documentation
- Next: integrator review; placement/composition diagnosis for four points and tile 30_49 ownership diagnosis remain separate packages
- Blocked by:
## Handoff
- Commit: branch HEAD
- Results: four cameras are 12.034..90.178 units above terrain; waterfall tile has no accessible terrain mesh after 10-second settle
- Remaining risks: mesh ray does not measure WMO/M2 occlusion; waterfall missing mesh requires streaming ownership investigation
- Documentation updated: `docs/RENDER_BASELINE.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-TILE-OWNERSHIP-001 — Waterfall terrain tile ownership
<!-- OPENWC_CLAIM:M00-QAR-TILE-OWNERSHIP-001:sindo-main-codex:2026-07-13 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-TILE-OWNERSHIP-001:2306200 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-waterfall-tile-ownership`
- Lease expires UTC: 2026-07-13
- Integrator: milestone integrator
## Outcome
Identify the runtime transition that prevents waterfall tile `30_49` from exposing a terrain mesh to the height probe.
## Non-goals
- Changing streaming budgets or terrain behavior.
- Rebuilding caches or modifying extracted assets.
- Adding a production terrain query service.
## Paths
- Exclusive: terrain probe runtime ownership diagnostics
- Shared/hotspots: renderer baseline documentation
- Generated/ignored: local probe reports and caches
## Contracts and data
- Public API/events: additive diagnostic JSON fields
- Schema/format version: terrain report remains schema 1
- Migration/compatibility: additive fields only
- Consumers: M00 fidelity diagnosis
## Dependencies
- Requires: merged terrain-height probe and local cache inventory
- Blocks: waterfall terrain ownership classification
- External state: local extracted/cache data
## Verification
- Commands: isolated waterfall probe, coordination and documentation gates
- Fixtures: checkpoint tile `30_49`
- Fidelity evidence: runtime state correlated with build 12340 waterfall viewpoint
- Performance budget: offline diagnostic
## Documentation deliverables
- Inline public API docs: diagnostic output fields
- Module specification: verification/source map if behavior changes
- Data-flow diagram: update ownership transition if needed
- Sequence/state/dependency diagrams: document observed tile transition
- Source map/status updates: baseline findings
## Simplicity and naming
- Important names introduced: `available`, `queued_index`, `loading`, `state_present`, `mesh_source`
- Simplest considered solution: inspect existing loader registries read-only
- Rejected complexity/abstractions: new tracing framework
- Unavoidable complexity and justification: none
- Measured optimization evidence: not applicable
## Status
- State: ready
- Done: raw/cache inventory, isolated runtime state, mesh AABB/local probe and nearby sampling diagnosis
- Next: integrator review; placement/composition remains the actual paired-camera gap
- Blocked by:
## Handoff
- Commit: branch HEAD
- Results: tile 30_49 ownership and meshes are healthy; exact ray misses a triangle seam/edge, while a 2-unit offset samples terrain at 113.872
- Remaining risks: nearby estimate is diagnostic and must not become a gameplay terrain-query contract
- Documentation updated: `docs/RENDER_BASELINE.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,79 @@
# M00-QAR-VISUAL-DIFF-001 — Renderer checkpoint visual diff
<!-- OPENWC_CLAIM:M00-QAR-VISUAL-DIFF-001:sindo-main-codex:2026-07-13 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-VISUAL-DIFF-001:19df5b7 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-checkpoint-diff`
- Lease expires UTC: 2026-07-13
- Integrator: milestone integrator
## Outcome
Provide a deterministic, headless perceptual comparison for paired renderer checkpoint PNGs, with machine-readable results and synthetic regression coverage.
## Non-goals
- Supplying or committing original-client screenshots.
- Claiming visual parity or replacing human approval.
- Image registration, camera correction, or temporal animation matching.
## Paths
- Exclusive: `src/tools/compare_render_checkpoints.gd`
- Shared/hotspots: `src/tools/render_baseline_manifest.json`, `tools/run_render_baseline.ps1`, `docs/RENDER_BASELINE.md`, `docs/modules/world-renderer.md`, `RENDER.md`
- Generated/ignored: comparison reports, diff PNGs, original-client captures
## Contracts and data
- Public API/events: headless CLI arguments and JSON report documented in renderer baseline docs
- Schema/format version: comparison report schema 1; baseline manifest schema remains 1
- Migration/compatibility: additive manifest budget fields
- Consumers: developers and CI
## Dependencies
- Requires: Godot `Image` API and M00 checkpoint naming contract
- Blocks: automated portion of original-client paired comparison
- External state: approved build 12340 screenshots remain unavailable
## Verification
- Commands: headless self-test; manifest verification; documentation and coordination gates
- Fixtures: tool-generated identical and changed 2x2 PNGs
- Fidelity evidence: algorithm is deterministic; real-client evidence remains a manual/external input
- Performance budget: offline checkpoint operation, linear in pixel count
## Documentation deliverables
- Inline public API docs: CLI usage in script header
- Module specification: update renderer verification and source map
- Data-flow diagram: update baseline documentation
- Sequence/state/dependency diagrams: not stateful or asynchronous; not applicable
- Source map/status updates: renderer module and RENDER notes
## Simplicity and naming
- Important names introduced: `mean_perceptual_error`, `changed_pixel_ratio`
- Simplest considered solution: direct Godot Image iteration with no dependency
- Rejected complexity/abstractions: external image library, SSIM window pipeline, image registration
- Unavoidable complexity and justification: sRGB linearization avoids comparing encoded channel values directly
- Measured optimization evidence: not required for offline seven-checkpoint comparison
## Status
- State: ready
- Done: comparator, runner integration, manifest tolerance contract, synthetic regression, five local build 12340 references, three viewpoint calibrations, corrected visual capture and first paired report
- Next: integrator review; coordinate/placement gap should be resolved before tolerance calibration
- Blocked by: real paired screenshots only for final human fidelity approval
## Handoff
- Commit: branch HEAD
- Results: ten pairs compared with no missing candidates; mean error 0.0707..0.1746 and changed ratio 0.5504..0.8187; human review identified under-terrain/inside-geometry camera mismatches
- Remaining risks: coordinate/placement mismatch blocks meaningful tolerance calibration; synthetic animation, dusk and full human approval remain incomplete
- Documentation updated: `docs/RENDER_BASELINE.md`, `docs/modules/world-renderer.md`, `RENDER.md`
@@ -0,0 +1,79 @@
# M00-QAR-WMO-READINESS-001 — Goldshire WMO readiness
<!-- OPENWC_CLAIM:M00-QAR-WMO-READINESS-001:sindo-main-codex:2026-07-14 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M00-QAR-WMO-READINESS-001:5092995 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-wmo-readiness`
- Lease expires UTC: 2026-07-14
- Integrator: milestone integrator
## Outcome
Prevent pose calibration against an under-loaded WMO scene and replace invalid Goldshire evidence with a baseline-ready comparison.
## Non-goals
- Changing runtime streaming budgets.
- Claiming all WMO queues must globally drain before a checkpoint.
- Changing manifest camera pose without valid paired evidence.
## Paths
- Exclusive: pose-sweep readiness default and Goldshire timing evidence
- Shared/hotspots: renderer baseline/module fidelity findings
- Generated/ignored: timing and sweep images under `user://`
## Contracts and data
- Public API/events: pose sweep default wait becomes 8 seconds, matching the M00 manifest
- Schema/format version: unchanged
- Migration/compatibility: explicit `-WaitSeconds` remains supported
- Consumers: M00 paired-fidelity workflow
## Dependencies
- Requires: Goldshire pose evidence and private build 12340 reference
- Blocks: valid Goldshire camera-pose ranking
- External state: private reference and generated captures remain outside Git
## Verification
- Commands: 2/8/15 second timing audit, ready-scene 3x3 pose sweep, baseline dry-run, repository gates
- Fixtures: private Goldshire Inn screenshot
- Fidelity evidence: visual WMO presence plus streaming snapshot and paired metrics
- Performance budget: offline diagnostic
## Documentation deliverables
- Inline public API docs: PowerShell default
- Module specification: corrected readiness/fidelity finding
- Data-flow diagram: readiness precondition
- Sequence/state/dependency diagrams: unchanged
- Source map/status updates: camera-pose operational guide
## Simplicity and naming
- Important names introduced: none
- Simplest considered solution: reuse the manifest's measured 8-second stabilization default
- Rejected complexity/abstractions: global queue barrier that would include unrelated distant work
- Unavoidable complexity and justification: WMO publication is asynchronous
- Measured optimization evidence: 2/8/15 second snapshots
## Status
- State: ready-for-review
- Done: timing audit invalidated the 2-second evidence; sweep default now matches the 8-second manifest; ready-scene 3x3 grid and human inspection completed
- Next: jointly refine negative pitch and FOV around the ready-scene Goldshire candidate
- Blocked by:
## Handoff
- Commit: this work-package commit
- Results: WMO instances 9/113/328 at 2/8/15 seconds; inn absent at 2 and visible at 8/15; ready grid improved mean error from 0.101402 at (0,0) to 0.087952 at (10,-10)
- Remaining risks: global WMO queues still contain unrelated work; best pitch is at the tested boundary and building scale indicates unresolved FOV/framing
- Documentation updated: `docs/CAMERA_POSE_SWEEP.md`, `docs/modules/world-renderer.md`
@@ -0,0 +1,131 @@
# M01-FND-COORD-BOUNDARY-GATE-001 — Coordinate conversion boundary gate
<!-- OPENWC_CLAIM:M01-FND-COORD-BOUNDARY-GATE-001:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-FND-COORD-BOUNDARY-GATE-001:c8e99f2 -->
## Ownership
- Target: M01
- Program: FND/QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m01-coordinate-boundary-gate`
- Lease expires UTC: 2026-07-15
- Integrator: M01 milestone integrator
## Outcome
Route remaining GDScript world/tile axis conversions through `CoordinateMapper`
and add a repository-wide gate that rejects new manual world-center, axis-swap
or world-to-ADT tile formulas outside explicit contract/native-oracle boundaries.
## Non-goals
- Rewriting model-local M2/WMO vertex or placement orientation transforms.
- Moving renderer distance/LOD geometry out of Godot space.
- Replacing the native parser boundary with GDScript calls from worker threads.
- Changing coordinate contract semantics, renderer radii or cache formats.
## Paths
- Exclusive: `src/tools/verify_coordinate_conversion_boundaries.gd`
- Shared/hotspots: `src/domain/coordinates/coordinate_mapper.gd`, coordinate
tests/docs/ADR, streamer/player/sky/terrain-probe consumers,
`docs/CODING_STANDARD.md`, this claim
- Generated/ignored: Godot import metadata, extracted assets and renderer caches
## Contracts and data
- Additive mapper methods: Godot position to ADT tile/local and ADT tile/local
to Godot position
- Native exception: one formula definition in `src/native/src/wow_chunk_reader.h`;
ADT/WDT loaders may call it but may not define copies
- Oracle exception: `verify_render_coordinate_calibration.gd` retains one
independent M00 formula to detect common-mode mapper regressions
- Model-local transforms are outside the world-coordinate gate
## Dependencies
- Requires: coordinate contract v2 and M01 seams through `7c64e8d`
- Blocks: M01 coordinate-centralization exit criterion and milestone evidence audit
- External state: no dependency or proprietary input
## Verification
- Commands: conversion-boundary gate, mapper/golden fixtures, streaming focus,
identities, renderer calibration/manifest and repository gates
- Fixtures: Godot/ADT tile center, local offsets and exact boundaries
- Fidelity evidence: existing build-12340 points and raw ADT/server fixture remain unchanged
- Performance budget: mapper allocations occur only at adapter/update boundaries;
renderer distance/LOD math remains in Godot scalars
## Documentation deliverables
- Inline public API docs: new mapper methods
- Module specification/ADR: boundary APIs, allowed exceptions and gate behavior
- Coding standard: mandatory review rule for cross-space conversions
- Data-flow diagram: existing coordinate module diagram updated for direct adapters
- State/sequence diagrams: unchanged; pure synchronous mapping
## Simplicity and naming
- Important names introduced: `godot_to_adt_tile`, `godot_to_adt_tile_local`,
`adt_tile_local_to_godot`, `verify_coordinate_conversion_boundaries`
- Simplest considered solution: extend the existing mapper and scan source text
for narrow high-signal formula signatures
- Rejected complexity/abstractions: generic coordinate algebra framework,
native-to-GDScript calls on parser workers and a broad numeric-literal ban
- Unavoidable complexity and justification: one native boundary and one
independent test oracle must remain explicit to avoid worker coupling and common-mode tests
- Measured optimization evidence: existing renderer distance/LOD scalar math is unchanged
## Status
- State: ready-for-review
- Done: mapper extensions, consumer migration, repository gate, review rule,
integrated renderer gate, regression fixtures and documentation
- Next: integrator review, merge and M01 completion-evidence audit
- Blocked by:
## Handoff
- Commit: `47dec6c`
- Branch: `work/sindo-main-codex/m01-coordinate-boundary-gate`
- Outcome: all audited GDScript world/tile conversions in sky, streaming,
player spawn/ground sampling and terrain probes route through typed
`CoordinateMapper` boundaries. A repository scan rejects new manual
world-center, legacy axis-conversion, world-to-tile, tile-local and
tile-center formulas.
- Contract/schema: additive `godot_to_adt_tile`,
`godot_to_adt_tile_local` and `adt_tile_local_to_godot` APIs; no persisted
format, cache version or renderer radius changes.
- Verification: CoordinateConversionBoundaries PASS (`83` files, one native
boundary, one independent oracle, four consumers, six classifier guards);
CoordinateMapper PASS (`5` golden points, `8` tile boundaries, `2` raw MCNK,
`5` yaw cases); renderer calibration PASS (`5` points, maximum error
`0.000015`); renderer manifest PASS (`7/7/7`); unified render baseline dry-run,
headless project load, runtime cache shutdown, coordination, documentation
and whitespace gates passed.
- GUI regression: final ADT-boundary capture compared `2/2`, missing `0`,
failed `0` (cold mean `0.0002324`, changed ratio `0.0013741`; warm mean
`0.0000226`, changed ratio `0.0001285`). Earlier full capture produced all
`14` images; `11/14` met the strict changed-pixel threshold. The three
threshold-only differences retained low mean error (`<= 0.00622`) and were
visually classified as cold M2 readiness and liquid animation phase, with
unchanged camera, geometry alignment, area and streaming focus.
- Fidelity: existing build-12340 calibrated points, raw ADT fixture and server
spawn fixture remain unchanged. Native parser workers retain exactly one
formula in `wow_chunk_reader.h`; the calibration verifier retains exactly one
independent formula so mapper and oracle cannot share a common-mode defect.
- Rebuild: none. Local ignored extracted assets/native binary/cache junctions
were used for runtime checks and are not part of the commit.
- Remaining risks: source scanning intentionally recognizes narrow high-signal
formula signatures rather than parsing arbitrary algebra; native formula
parity still relies on calibration/raw fixtures. Model-local M2/WMO basis
transforms and Godot-space LOD distance math are intentionally outside scope.
- Recommended merge order: after `7c64e8d`; this package closes the remaining
M01 manual axis-conversion checklist item, but only the milestone integrator
may update target Evidence/status or set `OPENWC_TARGET_DONE`.
- Documentation: coding review rule, coordinate-mapping module API/input-output/
data-flow/capability/risk/source-map sections, ADR 0001 and `RENDER.md` were
updated. Existing pure synchronous data-flow diagram remains authoritative;
no state/sequence diagram changed.
@@ -0,0 +1,104 @@
# M01-FND-COORD-TILE-AXIS-002 — ADT filename axis correction
<!-- OPENWC_CLAIM:M01-FND-COORD-TILE-AXIS-002:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-FND-COORD-TILE-AXIS-002:c8e99f2 -->
## Ownership
- Target: M01
- Program: FND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m01-coordinate-tile-axis-fix`
- Lease expires UTC: 2026-07-15
- Integrator: M01 milestone integrator
## Outcome
Correct the additive coordinate contract so `AdtTileCoordinate(tile_x, tile_y)`
matches actual `Map_tileX_tileY.adt` filenames and MCNK `indexX/indexY` axes.
## Non-goals
- Migrating renderer/native consumers.
- Changing canonical, server, Godot or ADT placement position arithmetic.
- Adding server-spawn fixtures or `StreamingFocus`.
- Committing proprietary ADT bytes.
## Paths
- Exclusive: `src/domain/coordinates/coordinate_mapper.gd`,
`src/domain/coordinates/adt_chunk_coordinate.gd`,
`src/tools/verify_coordinate_mapper.gd`
- Shared/hotspots: `docs/adr/0001-canonical-world-coordinates.md`,
`docs/modules/coordinate-mapping.md`, this claim
- Generated/ignored: local extracted ADT and Godot import metadata
## Contracts and data
- Public API/events: method names unchanged; corrected tile/chunk axis semantics
- Schema/format version: coordinate contract version increments from 1 to 2
- Migration/compatibility: no released consumer exists; contract was merged but
not yet consumed, so correction precedes consumer rollout
- Consumers: future renderer, network, gameplay and server-data adapters
## Dependencies
- Requires: merged `M01-FND-COORDS-001` at `1c0dfc7`
- Blocks: coordinate golden fixtures and all coordinate consumers
- External state: private `Azeroth_31_49.adt` used read-only for evidence
## Verification
- Commands: coordinate mapper probe, M00 calibration, manifest, documentation
and coordination gates
- Fixtures: build 12340 Elwynn point must resolve to `Azeroth_31_49.adt`;
MCNK `(0,0)` and `(15,15)` establish chunk-axis direction
- Fidelity evidence: local ADT SHA-256
`18185B5FAC9566D9C57A9C19ABD75F108370D1795639B6077167C0EFD3672FAE`;
OpenRealm independently indexes filename X from world Y and filename Y from world X
- Performance budget: unchanged constant-time scalar arithmetic
## Documentation deliverables
- Inline public API docs: corrected tile/chunk direction comments
- Module specification: contract version, formulas, capability evidence and risk
- Data-flow diagram: corrected filename/chunk axes
- ADR: corrected decision and evidence
- Sequence/state diagrams: not applicable; pure synchronous mapper
## Simplicity and naming
- Important names introduced: none
- Simplest considered solution: swap the two filename formulas and corresponding
local/chunk ownership calculations
- Rejected complexity/abstractions: compatibility flag for a contract with no consumers
- Unavoidable complexity and justification: ADT filename axes differ from client X/Y order
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: raw-corpus diagnosis, filename/local/chunk axis correction, contract
version 2 documentation and regression fixtures
- Next: integrator review and merge before coordinate consumer work
- Blocked by:
## Handoff
- Commit: `a7072e3`
- Branch: `work/sindo-main-codex/m01-coordinate-tile-axis-fix`
- Outcome: `tile_x/chunk_x` now grow east from canonical Y and
`tile_y/chunk_y` grow south from canonical X; public method names unchanged
- Contract/schema: coordinate contract version 2; no persisted format, cache or migration
- Verification: coordinate mapper PASS (5 build-12340 points, 8 boundaries,
2 recorded raw MCNK origins, 5 yaw cases); M00 calibration PASS with maximum
error `0.000015`; renderer manifest, coordination, documentation, dependency
and whitespace checks passed
- Fidelity: private `Azeroth_31_49.adt` hash and raw MCNK origins recorded in
ADR 0001; OpenRealm independently uses the same filename-axis ordering
- Rebuild: none; private/generated prerequisites remain outside Git
- Remaining risks: server spawn fixture, native placement conversion and
MDDF/MODF Euler semantics remain subsequent M01 packages
- Recommended merge order: merge this correction before golden fixture or consumer migration
- Documentation: ADR 0001 and coordinate-mapping module data flow, contract
version, capability evidence and known risks updated
+111
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@@ -0,0 +1,111 @@
# M01-FND-COORDS-001 — Canonical coordinate contracts
<!-- OPENWC_CLAIM:M01-FND-COORDS-001:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-FND-COORDS-001:c8e99f2 -->
## Ownership
- Target: M01
- Program: FND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m01-coordinate-mapper`
- Lease expires UTC: 2026-07-15
- Integrator: M01 milestone integrator
## Outcome
Introduce scene-free value objects for canonical WoW, server, ADT placement,
ADT tile/chunk/local and Godot world coordinate spaces, plus the single pure
`CoordinateMapper` contract for position and world-yaw conversions.
## Non-goals
- Migrating `StreamingWorldLoader`, native parsers, sky, player or renderer code.
- Defining model-specific MDDF/MODF Euler rotation corrections.
- Introducing `StreamingFocus`, typed IDs or a test framework dependency.
- Claiming visual parity from arithmetic round trips.
## Paths
- Exclusive: `src/domain/coordinates/**`, `src/tools/verify_coordinate_mapper.gd`,
`docs/modules/coordinate-mapping.md`, `docs/adr/0001-canonical-world-coordinates.md`
- Shared/hotspots: `docs/modules/README.md`, this claim
- Generated/ignored: Godot import metadata and local test output
## Contracts and data
- Public API/events: immutable coordinate value objects and pure mapper methods
- Schema/format version: no persisted format; contract version 1 in module docs
- Migration/compatibility: additive contract; existing renderer conversions remain
unchanged until a later consumer migration package
- Consumers: future renderer, network, gameplay and server-data adapters
- Rollout order: contract and fixtures first, then native/parser and renderer consumers
## Dependencies
- Requires: merged M00 build 12340 coordinate calibration evidence
- Blocks: M01 renderer coordinate migration and `StreamingFocus`
- External state: no proprietary inputs; reference formulas are source-only evidence
## Verification
- Commands: headless coordinate contract probe, headless project load,
coordination and documentation gates
- Fixtures: five build 12340 camera points, ADT map center/edge/boundary points,
server/ADT/Godot round trips and yaw normalization cases
- Fidelity evidence: M00 observed build 12340 positions plus independent
OpenRealm/WoWee and TrinityCore grid formulas
- Performance budget: constant-time scalar arithmetic with no allocation beyond result values
## Documentation deliverables
- Inline public API docs: every public value object and mapper method
- Module specification: purpose, public API, inputs/outputs, ownership, errors and source map
- Data-flow diagram: server/ADT/canonical/Godot mappings
- Dependency diagram: canonical contract consumers and forbidden scene dependency
- Sequence/state diagrams: not applicable; mapper is synchronous and stateless
- ADR: coordinate axes, units, tile indexing and compatibility rollout
## Simplicity and naming
- Important names introduced: `CanonicalWowWorldPosition`, `ServerWorldPosition`,
`AdtPlacementPosition`, `AdtTileCoordinate`, `AdtChunkCoordinate`,
`AdtTileLocalPosition`, `GodotWorldPosition`, `WorldYaw`, `CoordinateMapper`
- Simplest considered solution: scalar immutable value objects and one pure mapper
- Rejected complexity/abstractions: generic vector-space framework, matrices,
dependency injection and a third-party test framework
- Unavoidable complexity and justification: distinct source spaces prevent silent axis swaps
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: repository/reference audit, ADR, immutable value objects, pure mapper,
build 12340/boundary/yaw fixtures, module specification and repository gates
- Next: integrator review and merge before renderer/native consumer migration
- Blocked by:
## Handoff
- Commit: `f45695c`
- Branch: `work/sindo-main-codex/m01-coordinate-mapper`
- Outcome: additive contract for canonical/server/ADT/Godot positions, ADT
tile/chunk/local ownership and world-facing yaw; no existing consumer changed
- Public contracts: contract version 1 documented in
`docs/modules/coordinate-mapping.md`; no persisted schema or cache change
- Verification: coordinate mapper PASS (5 golden points, 8 tile boundaries,
5 yaw cases); M00 coordinate calibration PASS (5 points, maximum error
`0.000015`); renderer manifest, coordination, documentation, dependency and
whitespace checks passed; headless project load completed with expected
missing proprietary-data diagnostics in the isolated worktree
- Fidelity: observed build 12340 positions match within `0.002` yard; formulas
cross-checked against TrinityCore, OpenRealm and WoWee; visual parity is not claimed
- Migration/rebuild: none for this additive package; consumers migrate only
after merge and must preserve renderer checkpoints
- Remaining risks: native loaders and renderer still use manual conversions;
MDDF/MODF Euler mapping is intentionally unresolved; server-spawn integration
and finite-value adapter validation remain later M01 packages
- Recommended merge order: this contract first, coordinate fixtures/server-spawn
audit second, renderer/native consumers third, manual-conversion search gate last
- Documentation: ADR 0001; coordinate-mapping module spec with data-flow and
dependency diagrams; inline API documentation on all public symbols
@@ -0,0 +1,112 @@
# M01-FND-DOMAIN-IDENTITIES-001 — Stable domain identity namespaces
<!-- OPENWC_CLAIM:M01-FND-DOMAIN-IDENTITIES-001:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-FND-DOMAIN-IDENTITIES-001:c8e99f2 -->
## Ownership
- Target: M01
- Program: FND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m01-domain-identities`
- Lease expires UTC: 2026-07-15
- Integrator: M01 milestone integrator
## Outcome
Add scene-free, immutable identity values for stable authored content,
session-local entities, opaque WoW wire GUIDs and namespaced server entries so
callers cannot silently interchange their numeric/string representations.
## Non-goals
- Allocating Content IDs, Entity IDs or server entries.
- Decoding WoW GUID high types before the build-12340 protocol package.
- Defining map/spell/item/quest/display/sound IDs in this package.
- Migrating gameplay, network or Content Project consumers that do not exist yet.
## Paths
- Exclusive: `src/domain/identity/`, `src/tools/verify_domain_identities.gd`,
`docs/modules/domain-identities.md`, `docs/adr/0002-domain-identity-namespaces.md`
- Shared/hotspots: `docs/ARCHITECTURE.md`, this claim
- Generated/ignored: Godot import metadata
## Contracts and data
- `ContentId`: canonical lowercase UUID text persisted with schema-owned content
- `EntityId`: positive session-local integer, never a persisted content/server identity
- `WowGuid`: opaque high/low unsigned 32-bit words preserving wire bits
- `ServerEntryId`: positive integer plus non-empty adapter/table namespace
- Migration: additive types only; no existing persisted data changes
## Dependencies
- Requires: M01 coordinate/focus seams through `77cd17a`
- Blocks: Content Project schemas, server adapters, network entity mapping and gameplay registry
- External state: no dependency or proprietary input
## Verification
- Commands: identity contract/boundary verifier, dependency search,
coordination/documentation gates and headless project load
- Fixtures: valid/invalid UUIDs, session IDs, full unsigned GUID words and
duplicate numeric server entries in different namespaces
- Fidelity evidence: GUID words remain opaque and lossless until build-12340
packet fixtures establish semantic decomposition
- Performance budget: constant-time scalar/string validation outside frame loops
## Documentation deliverables
- Inline public API docs: every value and validation/equality method
- Module specification: persistence, ownership, namespace mapping and recovery
- Data-flow diagram: authored/runtime/wire/server identities into adapters
- State/sequence diagrams: lifecycle diagram for content/session/wire/server identity
- ADR: namespace separation and UUID persistence decision
## Simplicity and naming
- Important names introduced: `ContentId`, `EntityId`, `WowGuid`, `ServerEntryId`
- Simplest considered solution: four independent values with explicit fields
- Rejected complexity/abstractions: generic ID base class, registry service,
UUID generator and speculative GUID high-type enum
- Unavoidable complexity and justification: server entry namespace and split GUID
words prevent collisions and signed 64-bit loss
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: four identity values, boundary verifier, ADR, module specification,
architecture mapping and repository gates
- Next: integrator review and merge before the manual axis-conversion gate
- Blocked by:
## Handoff
- Commit: `c1dc07c`
- Branch: `work/sindo-main-codex/m01-domain-identities`
- Outcome: authored content, runtime entities, WoW wire GUIDs and namespaced
server entries now have separate immutable scene-free value objects
- Contract/schema: identity contract version 1; `ContentId` uses canonical
lowercase UUID text. No existing schema/cache is migrated; containing future
schemas still require their own version and duplicate/reference policy
- Verification: DomainIdentities PASS (`5` ContentId, `5` EntityId, `6` WowGuid,
`5` ServerEntryId cases); StreamingFocus, coordinate golden fixtures and
CoordinateMapper PASS; M00 calibration PASS with maximum error `0.000015`;
renderer manifest PASS (`7` checkpoints); headless project load exit `0`;
coordination, documentation, naming/dependency and whitespace checks passed
- Fidelity: `WowGuid` preserves two complete unsigned 32-bit wire words and
explicitly does not claim build-12340 high-type semantics without packet
fixtures; zero GUID remains an uninterpreted observable sentinel
- Rebuild: none; no dependency or proprietary input. Clean-worktree project
load reports expected missing ignored extracted assets/character resources
- Remaining risks: no ID allocator, mapping registry or server namespace
vocabulary exists yet; UUID shape does not enforce generator version/variant;
GDScript callers must use domain `equals` or canonical keys rather than
reference `==`
- Recommended merge order: after StreamingFocus at `77cd17a`, before the M01
manual axis-conversion rule/search gate
- Documentation: ADR 0002, domain-identities module API/input-output/data-flow/
lifecycle/persistence/recovery/capability/source-map sections, module registry
and architecture Domain mapping added or updated
@@ -0,0 +1,109 @@
# M01-QAR-COORD-FIXTURES-001 — Coordinate golden fixtures
<!-- OPENWC_CLAIM:M01-QAR-COORD-FIXTURES-001:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-QAR-COORD-FIXTURES-001:c8e99f2 -->
## Ownership
- Target: M01
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m01-coordinate-fixtures`
- Lease expires UTC: 2026-07-15
- Integrator: M01 milestone integrator
## Outcome
Add a versioned, non-proprietary fixture and headless validator joining one
pinned AzerothCore player spawn, raw ADT/MCNK metadata and the five M00
original-client coordinate observations through coordinate contract version 2.
## Non-goals
- Committing ADT files, SQL dumps or original-client screenshots.
- Claiming TrinityCore spawn equivalence without a pinned populated TDB source.
- Migrating renderer/native consumers or rendering a live server spawn.
- Changing coordinate formulas, IDs or `StreamingFocus`.
## Paths
- Exclusive: `src/tests/fixtures/coordinate_golden_points.json`,
`src/tools/verify_coordinate_golden_fixtures.gd`
- Shared/hotspots: `docs/modules/coordinate-mapping.md`, this claim
- Generated/ignored: extracted ADT data, server database downloads and Godot metadata
## Contracts and data
- Public API/events: no new production API; fixture schema version 1
- Coordinate contract: version 2, unchanged
- Migration/compatibility: additive test data; fixture consumers reject unknown schema versions
- Consumers: M01 coordinate mapper, future native/renderer/server adapter migrations
## Dependencies
- Requires: merged coordinate contract version 2 at `b55bfca`
- Blocks: coordinate consumer migration and golden server-spawn renderer integration
- External state: source evidence reduced to pinned revision, numeric rows and SHA-256 hashes
## Verification
- Commands: fixture validator, coordinate mapper probe, M00 calibration,
manifest, coordination and documentation gates
- Fixtures: AzerothCore Human Warrior start; raw `Azeroth_32_48.adt` MCNK
`(3,12)`; five build 12340 camera points
- Fidelity evidence: exact source provenance and mapper outputs with bounded tolerances
- Performance budget: negligible headless JSON and scalar arithmetic
## Documentation deliverables
- Inline public API docs: fixture-validator header and field validation functions
- Module specification: fixture schema, provenance, verification and source map
- Data-flow diagram: server/raw/client fixtures into mapper assertions
- State/sequence/dependency diagrams: unchanged; synchronous stateless validation
## Simplicity and naming
- Important names introduced: `coordinate_golden_points`,
`verify_coordinate_golden_fixtures`
- Simplest considered solution: one JSON fixture and one existing-style headless script
- Rejected complexity/abstractions: test framework dependency, SQL parser, ADT bytes in Git
- Unavoidable complexity and justification: three independent source categories need explicit provenance
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: pinned source research, schema 1 fixture, headless validator, module
documentation and all package gates
- Next: integrator review and merge before coordinate consumer migration
- Blocked by:
## Handoff
- Commit: `ce4f7ec`
- Branch: `work/sindo-main-codex/m01-coordinate-fixtures`
- Outcome: one versioned fixture now joins a pinned AzerothCore Human Warrior
spawn, private raw MCNK metadata and five original-client build 12340 points
through coordinate contract version 2
- Contract/schema: additive test fixture schema 1; production coordinate API and
contract version 2 are unchanged; proprietary bytes remain outside Git
- Verification: golden fixture PASS (`1` server spawn, `1` raw ADT chunk, `5`
original-client points); CoordinateMapper PASS (`5` golden points, `8` tile
boundaries, `2` raw MCNK cases, `5` yaw cases); M00 calibration PASS with
maximum error `0.000015`; renderer manifest PASS (`7` checkpoints); coordination,
documentation, dependency and whitespace checks passed
- Fidelity: AzerothCore source pinned at revision
`68fcf0098b16388093989627f37be530fc91f07d`; private
`Azeroth_32_48.adt` SHA-256
`D66E27FD82B461AE38B78562952AED428E619777A3F3E35DD8FF97444644770A`;
server and raw data independently resolve tile `(32,48)` and chunk `(3,12)`
- Rebuild: no proprietary input is required to rerun the committed fixture;
local ignored renderer resources are still required by the inherited M00
manifest probe
- Remaining risks: TrinityCore equivalence needs a pinned populated TDB snapshot;
live server adapter, renderer integration and MDDF/MODF Euler semantics remain
subsequent M01 work
- Recommended merge order: after coordinate contract version 2 (`b55bfca`) and
before live coordinate consumer migration
- Documentation: coordinate-mapping module inputs/outputs, persistence, data-flow
diagram, verification, capability matrix, risks and source map updated
@@ -0,0 +1,101 @@
# M01-QAR-INTEGRATOR-CLOSEOUT-001 — M01 milestone closeout
<!-- OPENWC_CLAIM:M01-QAR-INTEGRATOR-CLOSEOUT-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M01-QAR-INTEGRATOR-CLOSEOUT-001:dd412e6 -->
## Ownership
- Target: M01
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m01-integrator-closeout`
- Lease expires UTC: 2026-07-16
- Integrator: sindo-main-codex, continuing the user-directed milestone workflow on 2026-07-14
## Outcome
Audit every merged M01 work package on current `master`, record final evidence,
close M01 and activate M02 only if all target verification and documentation
criteria pass.
## Non-goals
- Change coordinate, identity, streaming or renderer behavior.
- Start M02 implementation.
- Add new compatibility or visual-parity claims.
- Commit proprietary assets, generated UIDs, caches or capture output.
## Paths
- Exclusive: M01/M02 target status, M01 final Evidence and M01 claim acceptance markers
- Shared/hotspots: `targets/README.md`, `targets/DEVELOPMENT_ROADMAP.md`, this claim
- Generated/ignored: local Godot imports, renderer corpus and `user://` reports
## Contracts and data
- Public APIs, schemas, cache formats and migrations: unchanged
- Coordinate contract remains version 2
- Fixture schema remains version 1
- Consumers: milestone sequence and M02 work packages
## Dependencies
- Requires: all seven M01 READY commits integrated through master `c8e99f2`
- Blocks: M02 activation
- External state: server-spawn GUI hashes and original-client numeric evidence are recorded; proprietary files remain outside Git
## Verification
- Commands: all M01 domain/fixture/boundary/focus/identity/spawn gates,
unified renderer dry-run, coordination/documentation checks and diff hygiene
- Fidelity evidence: five build-12340 points, raw ADT metadata, pinned
AzerothCore spawn and cache-complete GUI marker capture
- Performance: no runtime change; preserve recorded renderer cold/warm evidence
## Documentation deliverables
- M01 final target Evidence and checklist
- M01 claim integration-acceptance markers
- Target index and roadmap transition to M02
- API/module specifications and diagrams are audited, not changed unless a gap is found
## Simplicity and naming
- Important names introduced: none beyond the closeout work-package ID
- Simplest approach: evidence/status-only integrator patch
- Rejected complexity: new one-off closeout framework or behavioral changes
- Unavoidable complexity: none
## Status
- State: ready-for-review
- Done: accepted seven M01 packages, reran post-merge gates, recorded complete
target Evidence, closed M01 and activated M02
- Next: merge closeout commit before starting an M02 implementation claim
- Blocked by:
## Handoff
- Commit: `dd412e6`
- Branch: `work/sindo-main-codex/m01-integrator-closeout`
- Outcome: M01 is `DONE` with all seven checklist items and complete Evidence;
M02 is the only `ACTIVE` target and `targets/README.md` points to it.
- Integration audit: all seven M01 READY commits are ancestors of master
`c8e99f2`; their claims now carry `OPENWC_INTEGRATION:ACCEPTED` markers.
- Verification: unified renderer dry-run passed project load, material/dedupe/
shutdown gates, manifest `7/7/7`, calibration maximum error `0.000015`,
coordinate boundary (`84` files) and server-spawn renderer `(32,48)/(3,12)`;
coordinate mapper, golden fixtures, StreamingFocus and domain identity gates
passed. Coordination and documentation gates passed; coordination reports
only five already-expired M00 claim warnings.
- Fidelity: closeout preserves five build-12340 coordinate observations, raw ADT
evidence, pinned AzerothCore spawn mapping and cache-complete Northshire GUI
evidence without claiming original-client visual parity or TrinityCore row
equivalence.
- Rebuild/migration: none. Coordinate contract remains version 2; fixture schema
remains version 1; renderer cache formats are unchanged.
- Remaining risks: recorded in M01 Evidence—TrinityCore populated spawn,
placement Euler parity, native parser boundary and broader renderer parity.
- Documentation: M01 target Evidence/checklist, target index and roadmap current
state updated. Existing coordinate, identity and renderer module specs/API/
diagrams were audited and passed the documentation gate.
@@ -0,0 +1,135 @@
# M01-QAR-SERVER-SPAWN-RENDERER-001 — Golden server spawn renderer evidence
<!-- OPENWC_CLAIM:M01-QAR-SERVER-SPAWN-RENDERER-001:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-QAR-SERVER-SPAWN-RENDERER-001:c8e99f2 -->
## Ownership
- Target: M01
- Program: QAR/RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m01-server-spawn-renderer`
- Lease expires UTC: 2026-07-15
- Integrator: M01 milestone integrator
## Outcome
Route the pinned AzerothCore Human Warrior spawn fixture through
`CoordinateMapper` into the live Eastern Kingdoms renderer and produce
repeatable headless contract checks plus GUI screenshot evidence at the mapped
ADT tile/chunk.
## Non-goals
- Connecting to a live AzerothCore or TrinityCore database.
- Claiming TrinityCore spawn equivalence without a pinned populated TDB row.
- Changing coordinate formulas, streaming radii, terrain, player movement or
production character presentation.
- Adding proprietary assets or screenshots to Git.
## Paths
- Exclusive: `src/tools/server_spawn_render_manifest.json`,
`src/tools/verify_server_spawn_renderer.gd`
- Shared/hotspots: `src/tools/capture_render_checkpoints.gd`, renderer runner,
coordinate/world-renderer module documentation, `RENDER.md`, this claim
- Generated/ignored: Godot UIDs/import metadata and `user://` PNG/JSON evidence
## Contracts and data
- Fixture schema and coordinate contract version remain unchanged.
- Additive diagnostic checkpoint metadata may request a renderer-native marker;
existing M00 checkpoints remain byte-for-byte compatible.
- The spawn remains sourced from pinned AzerothCore revision
`68fcf0098b16388093989627f37be530fc91f07d`.
## Dependencies
- Requires: merged M01 packages through `a07a487`
- Blocks: M01 golden server-spawn renderer criterion and milestone closeout
- External state: GUI capture requires the existing local extracted/cached
renderer corpus; headless contract verification remains non-proprietary
## Verification
- Commands: dedicated spawn verifier, coordinate fixture/mapper/boundary gates,
renderer baseline dry-run, GUI checkpoint capture and human inspection
- Fixture: AzerothCore race `1`, class `1`, map `0`, server position
`(-8949.95, -132.493, 83.5312)`
- Expected renderer result: Godot position
`(17199.159666667, 83.5312, 26016.616666667)`, ADT `(32,48)`, MCNK `(3,12)`
- Fidelity classification: server/coordinate integration evidence only; it does
not establish full original-client visual parity
## Documentation deliverables
- Inline API/tool documentation for new verifier and marker metadata
- Coordinate-mapping module capability/evidence update
- World-renderer checkpoint input/output/source-map update when marker support is added
- Existing synchronous coordinate data-flow diagram updated only if flow changes
## Simplicity and naming
- Important names: `server_spawn_render_manifest`,
`verify_server_spawn_renderer`, `diagnostic_spawn_marker`
- Simplest approach: reuse the existing checkpoint capture pipeline with one
dedicated manifest and a renderer-native diagnostic marker
- Rejected complexity: live DB adapter, new scene-test framework and production
spawn entity implementation before the network/gameplay milestones
- Performance: one diagnostic checkpoint outside production runtime
## Status
- State: ready-for-review
- Done: fixture-to-renderer manifest/verifier, renderer-native marker, unified
baseline integration, cold/warm GUI evidence, documentation and log cleanup
- Next: integrator review, merge cleanup/handoff and M01 closeout audit
- Blocked by:
## Handoff
- Commits: implementation `24ddc99`; required cleanup `318e6ae`
- Branch: `work/sindo-main-codex/m01-server-spawn-renderer`
- Outcome: the pinned AzerothCore Human Warrior start is routed through
`CoordinateMapper` into the ordinary Eastern Kingdoms capture scene. A
depth-tested magenta marker begins at the exact mapped spawn origin.
- Contract/schema: additive diagnostic manifest schema 1 and marker metadata;
coordinate contract version 2, production renderer APIs, cache formats and
`Blizzlike335` behavior are unchanged.
- Verification: `SERVER_SPAWN_RENDERER PASS spawn=1 checkpoint=1 tile=32_48
chunk=3_12 profile=Blizzlike335`; unified renderer dry-run passed project,
materials, M2 dedupe, shutdown, `7/7/7` manifest, five-point calibration,
coordinate-boundary and server-spawn steps; coordinate golden fixtures,
mapper, StreamingFocus, domain identities, documentation and whitespace gates
passed. Coordination passed with five expired M00-claim warnings only.
- GUI evidence: two `1280x900` cold/warm PNGs captured under
`user://server_spawn_renderer_m01_gui_run2`; focus tile `(32,48)`, terrain
quality `100/100`, missing cache `0`, queues drained, report results `2`.
Human inspection confirms the marker is on rendered terrain beside the road
at Northshire Abbey rather than below terrain or in an adjacent tile. PNG
hashes: cold `c08c43bcb75e5b3277105afb0d4e5a76caae9db91a7db64488770ffa03e32589`,
warm `1b75237a090ea163836372a8e39e778c909773f4508063adc3f70a3e12a85a62`.
- Fidelity: source remains AzerothCore revision
`68fcf0098b16388093989627f37be530fc91f07d`; server
`(-8949.95,-132.493,83.5312)` maps to Godot
`(17199.159666667,83.5312,26016.616666667)`, ADT `(32,48)`, MCNK `(3,12)`.
This proves coordinate/renderer integration, not original-client visual parity
or TrinityCore populated-row equivalence.
- Runtime notes: D3D12 descriptor-heap initialization fell back to Vulkan;
optional ignored character/ambient GLB imports were unavailable. Neither
affected terrain/marker evidence. The known anonymous ObjectDB teardown
warning remained; no Node, renderer resource or RID leak diagnostic occurred
in the cache-complete run.
- Repository hygiene: four accidentally committed local GUI logs are removed by
`318e6ae`; root `*.stdout.log`/`*.stderr.log` files are now ignored. Generated
PNG/JSON evidence and proprietary corpus remain outside Git.
- Remaining risks: the diagnostic marker is not a production network entity;
live server adapters belong to M06/M08. Exact original-client character spawn
presentation and TrinityCore database equivalence remain unverified.
- Documentation: `RENDER.md`, renderer-baseline procedure, coordinate-mapping
and world-renderer module API/input-output/data-flow/capability/source-map
sections updated. No lifecycle/state diagram changed because the verifier and
mapper path are synchronous; capture reuses the documented renderer lifecycle.
- Recommended merge order: `318e6ae` after master merge `747fae8`. Then the M01
milestone integrator may accept all M01 claims, update target Evidence/checks
and evaluate `OPENWC_TARGET_DONE`.
@@ -0,0 +1,120 @@
# M01-RND-STREAMING-FOCUS-001 — Explicit streaming focus contract
<!-- OPENWC_CLAIM:M01-RND-STREAMING-FOCUS-001:sindo-main-codex:2026-07-15 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-RND-STREAMING-FOCUS-001:c8e99f2 -->
## Ownership
- Target: M01
- Program: RND/FND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m01-streaming-focus`
- Lease expires UTC: 2026-07-15
- Integrator: M01 milestone integrator
## Outcome
Introduce a scene-free `StreamingFocus` value and make runtime/test streaming
consume it through an explicit source or public setter instead of discovering
the active `Camera3D` from a viewport.
## Non-goals
- Extracting `WorldRenderFacade` or `StreamingTargetPlanner` from the monolithic loader.
- Adding direction, velocity, frustum or multi-focus planning.
- Decomposing the player controller before M02.
- Changing terrain, M2, WMO, liquid, cache or LOD formulas.
## Paths
- Exclusive: `src/domain/streaming/`, `src/tools/verify_streaming_focus.gd`
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`src/scenes/streaming/eastern_kingdoms_streaming.tscn`,
`src/scenes/streaming/kalimdor_streaming.tscn`, renderer diagnostic tools,
`docs/modules/world-renderer.md`, this claim
- Generated/ignored: local extracted assets, renderer caches and Godot import metadata
## Contracts and data
- Public API: immutable `StreamingFocus`; loader `set_streaming_focus` and
`refresh_streaming_focus`
- Source adapter: explicit `streaming_focus_source_path` may reference any `Node3D`
- Migration: runtime scenes use player focus; capture/probe tools explicitly use
their dedicated camera as the source
- Compatibility: streaming radii/LOD/cache behavior and coordinate contract v2 unchanged
## Dependencies
- Requires: coordinate contract version 2 and golden fixtures at `52e1b2b`
- Blocks: M01 renderer/test focus exit criterion and later renderer facade extraction
- External state: no new dependency or proprietary input
## Verification
- Commands: streaming focus contract/integration verifier, renderer baseline
manifest/calibration, headless scene smoke, coordination/documentation gates
- Fixtures: Node3D player-style source and explicit capture-style setter
- Fidelity evidence: existing seven renderer checkpoints and build-12340 coordinate
calibration must remain unchanged
- Performance budget: one scalar focus snapshot per configured streaming interval;
no new per-tile or per-chunk work
## Documentation deliverables
- Inline public API docs: focus value and loader public methods
- Module specification: inputs/outputs, ownership, lifecycle, failure/recovery and source map
- Data-flow diagram: player/editor/capture source to focus contract to loader
- State/sequence diagram: focus sampling and refresh threshold sequence
## Simplicity and naming
- Important names introduced: `StreamingFocus`, `streaming_focus_source_path`,
`set_streaming_focus`, `refresh_streaming_focus`
- Simplest considered solution: one immutable value plus one explicit scene adapter path
- Rejected complexity/abstractions: provider interface hierarchy, service locator,
multi-focus registry and predictive motion fields
- Unavoidable complexity and justification: editor viewport remains a separate
adapter because its camera is owned by `EditorInterface`
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: contract, runtime/editor/capture migration, headless regression,
module diagrams, renderer documentation and cold/warm GUI capture
- Next: integrator review and merge before typed identity work
- Blocked by:
## Handoff
- Commit: `7815385`
- Branch: `work/sindo-main-codex/m01-streaming-focus`
- Outcome: runtime streaming consumes immutable `StreamingFocus`; Eastern
Kingdoms and Kalimdor scenes explicitly follow the player, while capture and
terrain/occluder probes explicitly follow their dedicated camera
- Contract/API: new scene-free `StreamingFocus(GodotWorldPosition)` plus loader
`set_streaming_focus`, `refresh_streaming_focus` and
`streaming_focus_source_path`; `camera_path` remains only for optional overview positioning
- Verification: StreamingFocus PASS (`1` contract, `2` runtime scenes, `3`
capture tools); coordinate golden fixtures and CoordinateMapper PASS; M00
calibration PASS with maximum error `0.000015`; manifest PASS (`7`
checkpoints); runtime-cache shutdown PASS; headless runtime scene exit `0`;
coordination, documentation, dependency and whitespace checks passed
- Renderer checkpoint: standard 8-second GUI capture completed `14` images
(`7` cold + `7` warm) and wrote schema-1 `report.json`; focus tiles changed
through the public contract; no Node/resource/RID leak diagnostic appeared
- Fidelity: checkpoint camera positions, coordinate contract v2, streaming radii,
LOD formulas, cache formats and quality profiles are unchanged; this is
regression evidence, not a new `1:1` parity claim
- Rebuild: none; GUI verification used local ignored extracted assets/cache
junctions. Missing worktree `.godot/imported` copies for several incidental M2
GLBs produced existing cache-load fallback diagnostics only
- Remaining risks: the monolithic loader still owns planning/jobs/presentation;
direction, velocity, frustum and multiple foci remain M03 planner work. The
known timing-dependent zero-reference `ObjectDB` shutdown warning occurred,
without Node/resource/RID leak diagnostics
- Recommended merge order: after coordinate fixtures at `52e1b2b`, before typed
identity and renderer-facade extraction
- Documentation: `world-renderer.md` inputs/outputs, public API, lifecycle,
data-flow and sequence diagrams, ownership, recovery, verification,
capability matrix, risks and source map updated; `RENDER.md` updated
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@@ -0,0 +1,112 @@
# M02-GMP-INPUT-001 — Player input intent seam
<!-- OPENWC_CLAIM:M02-GMP-INPUT-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-INPUT-001:6bd2e84 -->
## Ownership
- Target: M02
- Program: GMP/FND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-player-input`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Replace direct keyboard polling in the runtime player with remappable Input Map
actions and an immutable `PlayerInputSource → MoveIntent` boundary while
preserving the current render-sandbox movement behavior.
## Non-goals
- Extract local movement, terrain query, camera rig or character presenters.
- Claim exact build-12340 movement/keybinding parity before original-client fixtures.
- Change movement speeds, camera geometry, terrain sampling or renderer behavior.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/domain/input/`, `src/gameplay/input/`,
`src/tests/scenes/player_input_regression.tscn`,
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`, this claim
- Shared/hotspots: `project.godot`,
`src/scenes/player/third_person_wow_controller.gd`, `docs/modules/README.md`
- Generated/ignored: Godot import metadata, `.uid` files and local renderer corpus
## Contracts and data
- Public API: immutable `MoveIntent`; `PlayerInputSource.sample_move_intent`
- Configuration: additive `openwc_player_*` Input Map actions
- Persistence/schema/cache: unchanged
- Consumers: current sandbox player controller; later local movement controller
## Dependencies
- Requires: merged M01 coordinate/streaming-focus contracts on master `62eece9`
- Blocks: later M02 movement-controller extraction
- External state: none; tests use synthetic Input Map events
## Verification
- Commands: dedicated player-input verifier, headless project load, coordinate
boundary gate, coordination/documentation gates and diff hygiene
- Fixtures: synthetic action strengths and configured default bindings
- Fidelity evidence: current W/S/A/D, Shift, E/Q and Space sandbox behavior remains
mapped through actions; exact 3.3.5a semantics remain unverified
- Performance budget: one immutable intent allocation per physics tick; no I/O
## Documentation deliverables
- Inline API documentation for `MoveIntent`, `PlayerInputActions` and
`PlayerInputSource`
- Player-input module specification with inputs/outputs, data-flow and sequence diagrams
- Module registry/source map and honest capability status
## Simplicity and naming
- Important names: `MoveIntent`, `PlayerInputSource`, `PlayerInputActions`
- Simplest approach: immutable value, one input adapter and one controller consumer
- Rejected complexity: input provider hierarchy, event bus and generic command framework
- Unavoidable complexity: none
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: twelve remappable actions, immutable `MoveIntent`, stateless
`PlayerInputSource`, controller migration, asset-free regression scene,
dedicated verifier and module specification
- Next: M02 integrator reviews and merges before local movement extraction
- Blocked by:
## Handoff
- Commit: `6bd2e84`
- Branch: `work/sindo-main-codex/m02-player-input`
- Outcome: the runtime player no longer polls physical keyboard keys. Movement
action strengths cross an immutable `MoveIntent` seam; camera and immediate
sandbox-flight events use the same remappable action catalog.
- Public contract: additive `MoveIntent`, `PlayerInputActions` and
`PlayerInputSource`; no schema, cache, coordinate or renderer contract change.
- Verification: `PLAYER_INPUT PASS actions=12 intent_cases=6 controller=1
regression_scene=1`; asset-free scene smoke exited `0`; coordinate boundary
(`88` files) and StreamingFocus gates passed; unified renderer dry-run passed
all eight pre-capture gates and produced seven dry-run checkpoint results;
coordination/documentation/diff gates passed.
- Fidelity: W/S/A/D, Shift, E/Q, Space, right mouse, wheel and Escape remain the
default sandbox bindings. Regression drives forward movement, camera zoom and
immediate flight toggle through the real controller. This does not establish
exact build-12340 default bindings, turn/strafe policy or gameplay movement parity.
- Local verification inputs: the isolated worktree reused the existing ignored
native DLL and generated ADT resource scripts. Proprietary extracted data and
the character GLB were absent, so the renderer dry-run logged the expected
missing-corpus diagnostics while all contract steps returned success.
- Rebuild/migration: none. Action names are additive; persisted user-binding
migration does not exist yet and is documented as a gap.
- Remaining risks: production profile gating for sprint/free flight, exact
3.3.5a bindings, local movement/terrain/camera/presentation extraction and
broader movement/camera state tests remain M02 work.
- Documentation: inline API comments plus `docs/modules/player-input.md` with
inputs/outputs, data-flow and sequence diagrams, ownership, recovery,
capability status, known gaps and source map.
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@@ -0,0 +1,117 @@
# M02-GMP-MOVEMENT-001 — Local movement state/controller
<!-- OPENWC_CLAIM:M02-GMP-MOVEMENT-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-MOVEMENT-001:435e1c9 -->
## Ownership
- Target: M02
- Program: GMP
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-local-movement`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Move local velocity, sandbox flight state, acceleration and directional speed
calculation from `ThirdPersonWowController` into a scene-free,
independently-testable local movement controller without changing current
sandbox motion.
## Non-goals
- Extract terrain queries, camera rig, character presentation or animation.
- Add jump/fall/swim, server prediction or reconciliation.
- Change current movement speeds, acceleration, camera-relative flight or ground snap.
- Gate debug movement by build profile; that remains a separate M02 package.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/gameplay/movement/`,
`src/tools/verify_local_player_movement.gd`,
`docs/modules/local-player-movement.md`, this claim
- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`,
`docs/modules/README.md`
- Generated/ignored: local `.godot`, native DLL, generated ADT resources and renderer corpus
## Contracts and data
- Public API: stateful `LocalPlayerMovementController`
- Inputs: immutable `MoveIntent`, local Godot movement basis and physics delta seconds
- Outputs: local Godot displacement and read-only velocity/flight state
- Schema/cache/coordinate contracts: unchanged
- Consumer: current sandbox player scene; later gameplay composition root
## Dependencies
- Requires: merged input seam on master `14dead1`
- Blocks: terrain query and camera/presentation extraction from the player hotspot
- External state: none; unit tests use synthetic intents and bases
## Verification
- Commands: dedicated pure movement verifier, player-input regression, asset-free
scene smoke, coordinate/StreamingFocus gates, renderer dry-run and repository gates
- Fixtures: identity/rotated/pitched bases, acceleration steps, sprint and flight transitions
- Fidelity evidence: exact current 7.0/4.5/4.5 speeds, 28.0 acceleration,
6x sandbox sprint and camera-relative free flight are regression-locked only
- Performance budget: one small state update per physics tick; no allocation, I/O or scene lookup
## Documentation deliverables
- Inline public API docs for movement state/configuration and update methods
- Local movement module specification with data-flow, state and sequence diagrams
- Updated player-input consumer diagram/status and module registry
## Simplicity and naming
- Important name: `LocalPlayerMovementController`
- Simplest approach: one stateful RefCounted owning velocity and flight toggle
- Rejected complexity: generic locomotion framework, ECS component hierarchy and event bus
- Unavoidable complexity: movement basis remains an explicit local-space input
so the pure controller does not discover player/camera Nodes
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: scene-free movement state/controller, player scene migration, twelve
numeric cases, two flight transitions, integrated regression and module documentation
- Next: M02 integrator reviews and merges before TerrainQuery extraction
- Blocked by:
## Handoff
- Commit: `435e1c9`
- Branch: `work/sindo-main-codex/m02-local-movement`
- Outcome: `ThirdPersonWowController` no longer owns velocity, flight state,
acceleration or directional speed calculation. It selects an explicit
Godot-world basis, applies returned displacement, and retains terrain and
presentation adapters for later M02 packages.
- Public contract: additive `LocalPlayerMovementController` with read-only
Godot-world velocity/flight state, `toggle_sandbox_flight` and `advance`.
Input, coordinate, cache and renderer contracts remain unchanged.
- Verification: `LOCAL_PLAYER_MOVEMENT PASS cases=12 state_transitions=2
scene_boundary=1`; `PLAYER_INPUT PASS actions=12 intent_cases=6 controller=1
regression_scene=1`; asset-free scene smoke exited `0`; coordinate boundary
and StreamingFocus passed; renderer dry-run passed all eight pre-capture gates
and seven checkpoint plans; coordination/documentation/diff gates passed.
- Fidelity: exact existing defaults are regression-locked—forward `7.0`,
backward/strafe `4.5`, acceleration `28.0`, sandbox sprint `6x`, vertical
flight `7.0`, velocity reset on toggle and camera-relative pitched flight.
This preserves the sandbox baseline but is not original-client evidence.
- Local verification inputs: the isolated worktree reused the existing ignored
native DLL and generated ADT resource scripts. Proprietary extracted data and
character GLB were absent, so renderer dry-run logged expected missing-corpus
diagnostics while every contract step returned success.
- Rebuild/migration: none; transient movement state is not persisted.
- Remaining risks: exported speed changes after `_ready` do not reconfigure the
controller; exact build-12340 movement semantics, terrain/collision state,
jump/fall/swim, server prediction and debug profile gating remain open.
- Documentation: inline public API plus `docs/modules/local-player-movement.md`
with inputs/outputs, data-flow, state and sequence diagrams, ownership,
recovery, capability status, risks and source map; player-input consumer
diagrams/status were updated.
+5
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@@ -0,0 +1,5 @@
# Fallback claims
Этот каталог используется только когда общий issue/PR tracker недоступен. Каждый активный work package создаёт отдельный Markdown-файл по [`../TASK_TEMPLATE.md`](../TASK_TEMPLATE.md).
Файл без валидного `OPENWC_CLAIM` marker не считается claim. Не хранить здесь secrets, credentials, proprietary data или большие логи.
+15 -1
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@@ -36,7 +36,12 @@ TrinityCore/AzerothCore ◄── Network Adapter ◄── Runtime Client
### Domain ### Domain
Содержит идентификаторы, value objects, команды и события: `EntityId`, `WowGuid`, `MapPosition`, `SpellId`, `MoveIntent`, `EntityMoved`. Не содержит side effects. Содержит идентификаторы, value objects, команды и события: stable authored
`ContentId`, session-local `EntityId`, opaque wire `WowGuid`, namespaced
`ServerEntryId`, typed coordinates, `SpellId`, `MoveIntent`, `EntityMoved`.
Эти identity namespaces не конвертируются неявно и не содержат side effects;
их lifecycle и mapping определены в
[`modules/domain-identities.md`](modules/domain-identities.md).
### Gameplay ### Gameplay
@@ -56,6 +61,8 @@ Renderer получает `StreamingFocus`, `WorldVisualSnapshot` и presentatio
Владеет login/realm/character screens, HUD и FrameXML/Lua-compatible presentation. UI читает immutable view models и отправляет intents. Lua API получает capability-based facade; прямой доступ к network, filesystem и editor API запрещён. Владеет login/realm/character screens, HUD и FrameXML/Lua-compatible presentation. UI читает immutable view models и отправляет intents. Lua API получает capability-based facade; прямой доступ к network, filesystem и editor API запрещён.
Lua VM подключается через внутренний `LuaRuntime` interface. `rilua` и PUC-Rio Lua 5.1.1 рассматриваются как заменяемые backend-кандидаты; TOC, FrameXML, WoW API, event dispatch, SavedVariables, secure actions и taint не зависят от конкретного VM API. Rust/C++ типы не выходят за runtime adapter boundary.
### Audio ### Audio
Владеет music, ambience, positional SFX, UI sounds и voice playback. Получает zone/combat/weather events и DBC-backed descriptors. Gameplay не управляет AudioStreamPlayer напрямую. Владеет music, ambience, positional SFX, UI sounds и voice playback. Получает zone/combat/weather events и DBC-backed descriptors. Gameplay не управляет AudioStreamPlayer напрямую.
@@ -86,6 +93,12 @@ Godot `EditorPlugin` регистрирует workspace, docks, inspectors, gizm
Pipeline выполняет validate, allocate IDs, bake, diff, package, generate SQL, dry-run, apply-to-dev и verification. Production deployment является отдельной явно подтверждаемой операцией. Pipeline выполняет validate, allocate IDs, bake, diff, package, generate SQL, dry-run, apply-to-dev и verification. Production deployment является отдельной явно подтверждаемой операцией.
### Navigation tooling
Navigation build является частью authoring/build pipeline, а не renderer или authoritative client gameplay. Optional backend `recast-rs` получает каноническую triangle/collision geometry и создаёт OpenWC navigation cache для editor preview, reachability validation и path diagnostics. Первая интеграция должна быть process/CLI boundary; Rust GDExtension допускается только после стабильного формата обмена и измеренной необходимости интерактивных запросов.
Server `mmaps` остаются отдельным артефактом. Экспорт в TrinityCore/AzerothCore формат запрещено считать поддержанным, пока compatibility tests не докажут совпадение coordinates, Recast parameters, tile layout и server query behavior.
## Направление зависимостей ## Направление зависимостей
```text ```text
@@ -129,6 +142,7 @@ src/
editor/ editor/
server_data/ server_data/
build_pipeline/ build_pipeline/
navigation/
shared/ shared/
tests/ tests/
addons/ addons/
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@@ -0,0 +1,63 @@
# Renderer Camera Pose Sweep
This offline M00 diagnostic recovers reproducible checkpoint framing when an original-client screenshot has no recorded camera yaw or pitch. It ranks a bounded grid; it does not change renderer or player-camera defaults and does not prove the exact build 12340 camera pose without human approval.
## Camera contract
`capture_render_checkpoints.gd` accepts additive `--camera-yaw-offset` and `--camera-pitch-offset` values in degrees. Yaw rotates the no-roll checkpoint basis around Godot world `Vector3.UP`; pitch then rotates around the camera-local right axis. Zero offsets preserve the manifest target exactly. `--single-pass` captures only `cold_process` and is intended for pose calibration, not performance baselines.
## Workflow
```powershell
.\tools\sweep_render_checkpoint_camera_pose.ps1 `
-ReferenceDirectory 'D:\private-fixtures\wow-3.3.5a-checkpoints' `
-Checkpoint elwynn_adt_boundary `
-YawOffsets -15,-10,-5,0,5,10,15 `
-PitchOffsets -10,-5,0,5,10 `
-CameraFovValues 38,50,62 `
-ViewportWidth 1280 -ViewportHeight 960 `
-WaitSeconds 8
```
Each candidate receives its own output directory and comparison report. `-CameraFovValues` adds FOV as another bounded grid dimension; omit it to retain the scalar `-CameraFov` workflow and legacy candidate paths. The viewport must exactly match the reference image dimensions; the runner fails on `size_mismatch` instead of inventing a score. The default 8-second wait matches the M00 manifest and is a readiness precondition: lowering it requires evidence that the checkpoint's WMO/M2 content has already appeared. `ranking.json` sorts candidates by mean perceptual error and then changed-pixel ratio. Use `-PlanOnly` to validate the Cartesian grid and output paths without rendering. Run a coarse grid first, then a finer grid around the best candidate.
```mermaid
flowchart LR
Y[Yaw offsets in degrees] --> G[Bounded Cartesian grid]
P[Pitch offsets in degrees] --> G
G --> C[Single-pass checkpoint captures]
R[Original-client reference] --> D[Perceptual comparator]
C --> D
D --> J[ranking.json]
J --> H[Human framing approval]
```
## Interpretation and recovery
The smallest error is a candidate, not automatic fidelity approval. Geometry, materials, lighting and FOV can move the perceptual optimum away from the true original-client pose. Inspect the best images manually and retain the original reference outside Git. A missing matching reference or candidate is a hard error; correct the checkpoint filter or filenames and rerun. Generated PNG and JSON outputs are disposable local evidence.
## Verification
The headless capture dry-run must report requested yaw and pitch offsets. Comparator `--self-test` covers paired metrics. Sweep `-PlanOnly` covers deterministic grid expansion and output naming without requiring a display. A real ranked sweep requires a display and a private build 12340 reference image.
## Goldshire Inn evidence — 2026-07-12
The private `2560x1440` build 12340 `goldshire_inn_large_wmo` reference was evaluated at FOV 62 degrees. A coarse 5x5 grid over yaw/pitch `[-20, -10, 0, 10, 20]` reduced mean error from `0.099632` at `(0, 0)` to `0.077575` at `(-10, -20)`. Extending pitch produced `0.070901` at `(0, -40)` and `0.063574` at `(0, -60)` with changed-pixel ratio `0.549556`.
These values are invalid camera-pose evidence because the sweep used a 2-second wait. A subsequent readiness audit showed 9 WMO instances and no inn after 2 seconds, 113 instances with the inn visible after 8 seconds, and 328 instances after 15 seconds. The apparent monotonic improvement rewarded grass while the landmark was still absent; it does not demonstrate a spatial/placement defect. The manifest pose remains unchanged pending a ready-scene rerun.
The ready-scene 3x3 rerun at FOV 62 degrees ranked `(yaw=10, pitch=-10)` first with mean error `0.087952` and changed-pixel ratio `0.665527`, compared with `0.101402`/`0.702489` at zero offsets. Human inspection confirms that the inn is present and the direction is plausible. Pitch remains on the tested boundary and the building scale differs from the reference, so these offsets are coarse evidence only; a joint pitch/FOV refinement is required before changing manifest camera values.
## Goldshire joint pitch/FOV refinement — 2026-07-12
A WMO-ready joint grid fixed yaw at 10 degrees and evaluated pitch `[-25, -20, -15, -10, -5]` across FOV `[38, 50, 62]`. Full-frame error ranked FOV 62/pitch -25 first at `0.078843` with changed-pixel ratio `0.667721`. Human inspection rejects it as a manifest calibration: the view is dominated by grass and crops the inn. FOV 38/pitch -10 is closer to the reference building scale but ranks only `0.084220`, and horizontal landmark alignment remains different.
The grid therefore has no approved joint optimum. Full-frame color error continues to trade landmark framing against large terrain regions. The manifest remains unchanged. The next registration method must score an approved inn/road/tree landmark region or explicit landmark coordinates rather than the entire image.
## Common landmark region — 2026-07-12
The comparator accepts an optional common screen rectangle through `--region x,y,width,height`; the sweep runner exposes it as `-ComparisonRegion x,y,width,height`. Coordinates are integer pixels in the shared reference/candidate image space. Both images must have identical dimensions and the rectangle must be fully inside them. Omitting the option preserves full-frame behavior.
The existing 15 WMO-ready Goldshire candidates were rescored inside `[300,100,1400,650]`, covering the reference facade/chimney and nearby trees. ROI error ranked FOV 38/yaw 10/pitch -15 first at `0.081777` with changed-pixel ratio `0.697185`. This is an interior pitch candidate and improves on the full-frame grass preference, but human inspection still rejects manifest calibration: the facade is too large, its upper part is cropped, and the rectangle retains substantial road/terrain pixels. A common rectangle is useful diagnostic weighting, not semantic landmark registration. Explicit approved landmark coordinates or a mask remain necessary.
During this run the sweep orchestration was hardened in two ways: expected comparator exit code `1` is now collected through an explicit child process, and viewport dimensions are explicit. A reference/candidate `size_mismatch` now fails before ranking instead of producing an empty metric.
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@@ -37,6 +37,7 @@
- Packed GUIDs, update fields, create/update/out-of-range/destroy. - Packed GUIDs, update fields, create/update/out-of-range/destroy.
- Movement flags, heartbeat, jump/fall/swim/fly, transports, knockback и spline movement. - Movement flags, heartbeat, jump/fall/swim/fly, transports, knockback и spline movement.
- Server time, tutorial flags, account data и feature capability detection. - Server time, tutorial flags, account data и feature capability detection.
- Warden handshake/module compatibility для явно поддерживаемых test/private server profiles с sandbox и без ориентации на official servers.
## Player и camera ## Player и camera
@@ -92,6 +93,7 @@
- HUD: unit frames, target/focus, action bars, buffs, cast bars, bags, quest tracking, chat и combat text. - HUD: unit frames, target/focus, action bars, buffs, cast bars, bags, quest tracking, chat и combat text.
- FrameXML: templates, inheritance, anchors, strata, layers, scripts и events. - FrameXML: templates, inheritance, anchors, strata, layers, scripts и events.
- Lua 5.1-compatible API surface, secure boundaries, SavedVariables и addon lifecycle. - Lua 5.1-compatible API surface, secure boundaries, SavedVariables и addon lifecycle.
- Заменяемый Lua 5.1.1 backend; `rilua` и PUC-Rio проходят единый WoW-specific compatibility corpus до выбора production VM.
- Widgets: Frame, Button, CheckButton, EditBox, Slider, StatusBar, ScrollFrame, Tooltip, Cooldown, Model, Texture, FontString, Minimap. - Widgets: Frame, Button, CheckButton, EditBox, Slider, StatusBar, ScrollFrame, Tooltip, Cooldown, Model, Texture, FontString, Minimap.
- Macro conditionals, keybindings, slash commands, localization и UI scaling. - Macro conditionals, keybindings, slash commands, localization и UI scaling.
@@ -110,6 +112,7 @@
- Quests, gossip, conditions, loot, vendors, trainers и localization. - Quests, gossip, conditions, loot, vendors, trainers и localization.
- Zones, areas, graveyards, teleports, taxi, triggers и phase rules. - Zones, areas, graveyards, teleports, taxi, triggers и phase rules.
- Dungeon packages, encounters, doors, bosses, scripts и validation. - Dungeon packages, encounters, doors, bosses, scripts и validation.
- Navigation authoring: walkability overlay, reachability, patrol/escort validation, off-mesh links и dynamic doors; optional `recast-rs` backend.
- Import, diff, package, SQL/change-set generation, dev deployment и playtest. - Import, diff, package, SQL/change-set generation, dev deployment и playtest.
## Требование к расширяемости ## Требование к расширяемости
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# OpenWC Coding Standard
## Главные принципы
1. Код читается значительно чаще, чем пишется.
2. Явное и точное имя предпочтительнее короткого и двусмысленного.
3. KISS применяется по умолчанию: выбирается самое простое решение, которое корректно выполняет текущую задачу и сохраняет архитектурные границы.
4. Сложность допускается только там, где она следует из предметной области, формата, протокола, производительности или совместимости 3.3.5a.
5. Неизбежная сложность должна быть локализована, протестирована и документирована.
## Имена
Не нужно бояться длинных имён переменных, функций, типов, сигналов и файлов. Имя должно позволять понять назначение сущности без поиска всех мест использования.
Хорошо:
```gdscript
var terrain_control_splat_cache_finalize_queue: Array = []
var maximum_concurrent_terrain_upgrade_tasks: int = 1
func enqueue_terrain_control_splat_cache_finalize(tile_coordinate: Vector2i) -> void:
pass
func should_retain_streaming_tile_outside_visible_radius(tile_state: TileState) -> bool:
return false
```
Плохо:
```gdscript
var q = []
var max_t = 1
func do_ctl(p):
pass
func chk(s):
return false
```
Длина не является самоцелью. Не повторять контекст, который уже однозначно задаётся типом или модулем:
```gdscript
# Внутри TerrainStreamingService:
func enqueue_finalize(tile: TerrainTile) -> void:
pass
```
Такое имя допустимо, если `finalize` в этом классе имеет только одно значение. Если существуют terrain mesh, material и liquid finalization, имя должно уточнять конкретную операцию.
## Naming rules
- Типы/classes: `PascalCase`.
- GDScript functions/variables/signals: `snake_case`.
- Constants: `UPPER_SNAKE_CASE`.
- Private implementation members: `_leading_underscore` по Godot convention.
- C++ следует Godot/GDExtension convention внутри существующего native module; новый API не смешивает стили в одной области.
- Boolean: `is_`, `has_`, `can_`, `should_`, `needs_`, `was_`.
- Collections называются во множественном числе или по роли: `loaded_tiles`, `pending_packet_events`, `entity_by_guid`.
- Functions начинаются с действия: `load_`, `parse_`, `build_`, `enqueue_`, `apply_`, `validate_`, `resolve_`, `convert_`, `release_`.
- Units указываются в имени: `_milliseconds`, `_seconds`, `_bytes`, `_meters`, `_tiles`, `_radians`, `_degrees`.
- Coordinate space указывается, если возможна путаница: `canonical_wow_position`, `godot_world_position`, `adt_tile_coordinate`.
- Версия/build/profile указывается в типе или namespace, если semantics различаются: `Wotlk335ProtocolProfile`.
Допустимые устоявшиеся доменные сокращения:
- WoW, MPQ, BLP, DBC;
- ADT, WDT, WDL;
- M2, WMO;
- GUID, SRP, API, UI;
- LOD, RID, GPU, CPU;
- SQL, TCP.
Новые локальные сокращения из двух-трёх букв без общеизвестного значения запрещены.
## Запрещённые размытые имена
Избегать без уточнения:
```text
data
info
item
object
value
temp
result
state
manager
helper
utils
process
handle
do_work
```
Они допустимы только когда тип и ближайший scope делают значение полностью однозначным. Например, `parse_packet() -> PacketParseResult` может использовать локальную переменную `result`, если функция мала и другого результата нет.
`Manager`, `Helper`, `Utils` почти всегда скрывают несколько обязанностей. Предпочтительны названия по роли:
```text
WorldSession
StreamingTargetPlanner
RenderBudgetScheduler
CoordinateMapper
AssetRepository
QuestValidator
ServerSchemaAdapter
```
## KISS decision order
При выборе реализации двигаться по порядку:
1. Простая typed function с явными inputs/outputs.
2. Маленький value object или immutable result.
3. Небольшой service с одной ответственностью.
4. Composition нескольких services.
5. Interface/strategy только при реальной вариативности или boundary.
6. Generic framework только после нескольких подтверждённых use cases.
7. Native/low-level optimization только после измеренного bottleneck.
Не переходить на следующий уровень, если предыдущий решает задачу без нарушения correctness и architecture.
## Простота функций
- Одна функция выполняет одну логическую операцию.
- Название функции описывает observable effect.
- Inputs и outputs явные; hidden global state минимален.
- Guard clauses предпочтительнее глубокой вложенности.
- Happy path должен читаться сверху вниз.
- Side effects не смешиваются с pure calculation без необходимости.
- Parsing, validation, state mutation и presentation отделяются.
- Функция не принимает набор boolean flags, меняющих её смысл.
Плохо:
```gdscript
func load_tile(path: String, high: bool, async: bool, editor: bool):
pass
```
Лучше:
```gdscript
func request_streaming_tile_load(request: StreamingTileLoadRequest) -> void:
pass
```
При этом `StreamingTileLoadRequest` оправдан только если параметры действительно образуют устойчивый contract. Для двух простых аргументов не нужно создавать объект только ради архитектурности.
## Простота data flow
- Один владелец mutable state.
- Один канонический тип для одной концепции.
- Один mapper для coordinate conversion.
- Один authoritative source для content/runtime state.
- Изменения передаются commands/events/read models, а не чтением чужих внутренних dictionaries.
- Не создавать второй cache, registry или event bus без описанной отдельной ответственности.
- Не использовать строки и `call()` как основной type system.
- Dictionary допустим на binary/dynamic boundary; внутри domain данные переводятся в typed representation.
## Простота архитектуры
- Не вводить interface только потому, что «когда-нибудь может появиться второй backend».
- Interface обязателен на реальной внешней границе: renderer facade, protocol profile, Lua VM, server schema adapter, asset repository.
- Не создавать base class с одним наследником без конкретного boundary/invariant.
- Предпочитать composition inheritance.
- Не строить универсальную ECS, service container, message broker или plugin framework до подтверждённых требований OpenWC.
- Не переносить архитектуру reference-проекта целиком; извлекать только проверенное решение конкретной проблемы.
## Работа со сложностью
Сложность считается оправданной для:
- binary formats и build-specific layouts;
- encrypted/framed network protocol;
- incremental world streaming;
- animation/material compatibility;
- Lua/FrameXML/taint semantics;
- cross-core schema mappings;
- async jobs, cancellation и deterministic cleanup;
- performance-critical batching после profiling.
Если сложность неизбежна:
1. Изолировать её в одном модуле.
2. Дать точные имена промежуточным этапам.
3. Разбить pipeline на небольшие transformations.
4. Добавить data-flow/sequence/state diagram.
5. Зафиксировать invariants и ownership.
6. Создать fixtures для edge cases.
7. Объяснить, почему более простое решение недостаточно.
## Conditions and branching
- Предпочитать именованные predicates длинным boolean expressions.
- Branch по capability/profile должен быть локальным и типизированным.
- Не распространять `if core == "azerothcore"` по проекту; использовать adapter/capability.
- Не смешивать Blizzlike и Enhanced branches в каждом shader/service: выбирать profile/strategy на boundary.
- Pattern/table-driven mapping предпочтительнее сотен одинаковых `if`, если таблица остаётся читаемой и валидируемой.
## Comments
Комментарий объясняет `why`, invariant, source behavior или ограничение. Код и имя объясняют `what`.
Хорошо:
```gdscript
# WoW M2 bone indices are relative to the skin-section bone palette,
# not directly to the model-wide bone array.
```
Плохо:
```gdscript
# Increment index by one.
index += 1
```
TODO/FIXME обязан содержать target/work-package ID или diagnostic code.
## Error handling
- Ошибка содержит operation, subject и actionable context.
- Не возвращать пустой Dictionary как неразличимое сочетание `not found`, `invalid` и `unsupported`.
- Expected failure моделируется typed result/status; programming invariant может использовать assert в подходящем profile.
- Не проглатывать ошибку ради продолжения renderer/editor: degraded behavior должен быть виден diagnostics.
- Recovery path проще и предпочтительнее сложной попытки угадать состояние.
## Performance and KISS
- Не оптимизировать по предположению.
- Сначала baseline/profile, затем smallest measured fix.
- Batch/buffer/RenderingServer/native path вводится после доказательства bottleneck.
- Оптимизированный path обязан иметь простой contract и reference tests.
- Медленный понятный reference implementation полезен как oracle для optimized implementation.
- Сложная оптимизация удаляется или упрощается, если она не даёт измеримого результата.
## Coordinate conversion boundary
- Cross-space world conversions выполняются только через typed API
`CoordinateMapper`; ручные world-center offsets, swaps осей и вычисление ADT
filename indices из Godot position запрещены.
- Scene/render adapter МОЖЕТ создать `Vector3` только после получения
`GodotWorldPosition` или перевести engine vector в typed scalar value на своей границе.
- Единственная native world-position формула находится в
`src/native/src/wow_chunk_reader.h`, поскольку parser workers не вызывают
GDScript. Новая native копия требует отдельного boundary decision и parity fixture.
- `verify_render_coordinate_calibration.gd` остаётся независимым test oracle;
production code не копирует его формулы.
- Model-local M2/WMO vertex basis и placement orientation не являются world
coordinate conversion. Они документируются и тестируются своим format adapter.
- `verify_coordinate_conversion_boundaries.gd` обязателен при изменении
coordinates, native parsers, sky, player, streaming или renderer diagnostics.
## Review checklist
- Можно ли понять назначение сущности по имени?
- Есть ли двусмысленные сокращения?
- Выполняет ли функция одну операцию?
- Можно ли убрать abstraction без потери correctness/boundary?
- Есть ли скрытый mutable state или side effect?
- Не появился ли второй источник истины?
- Все ли cross-space world coordinates проходят через `CoordinateMapper` или
документированную native boundary?
- Измерена ли сложная optimization?
- Изолирована и документирована ли неизбежная сложность?
- Соответствуют ли API docs и diagrams фактическому коду?
Если reviewer не может объяснить data flow модуля после чтения имён, public API и module spec, work package не готов к интеграции.
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@@ -91,6 +91,15 @@ Custom locations и mechanics могут требовать согласован
`ContentBundleManifest` связывает client и server artifacts общей версией. Клиент не входит в мир при несовместимой обязательной версии пакета без понятной диагностики. `ContentBundleManifest` связывает client и server artifacts общей версией. Клиент не входит в мир при несовместимой обязательной версии пакета без понятной диагностики.
## Navigation artifacts
Content Project хранит navigation profile и authoring hints, но не generated navmesh tiles. Build pipeline может создать:
- OpenWC navigation cache через pinned `recast-rs` для Editor preview и validation;
- server mmap artifact через отдельный TrinityCore/AzerothCore-compatible exporter, когда его совместимость доказана.
Артефакты имеют разные type/version IDs и не подменяют друг друга. Manifest фиксирует source geometry hash, coordinate profile, backend/version, Recast parameters и tile checksums. Любое изменение этих входов инвалидирует cache.
## Overlay и модификации ## Overlay и модификации
Оригинальные извлечённые файлы не изменяются in-place. Пользовательские пакеты образуют ordered overlay: Оригинальные извлечённые файлы не изменяются in-place. Пользовательские пакеты образуют ordered overlay:
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# OpenWC Documentation Standard
## Цель
Документация является частью реализации. Код без актуального объяснения публичного API, данных, ownership и поведения считается незавершённым, даже если компилируется и проходит тесты.
Документация должна позволить человеку ответить:
- зачем существует модуль;
- какие данные он получает и откуда;
- что он создаёт или изменяет;
- кто владеет состоянием и ресурсами;
- какие зависимости допустимы;
- что происходит по шагам;
- как модуль завершается, отменяется и восстанавливается после ошибки;
- как проверить fidelity, correctness и performance;
- какие части реализованы, запланированы или известны как gap.
Правила именования, KISS и локализации неизбежной сложности определены в [`CODING_STANDARD.md`](CODING_STANDARD.md). Документация и ясные имена дополняют друг друга: комментарий не должен компенсировать неудачное имя.
## Уровни документации
### 1. Inline API documentation
Находится рядом с кодом и является источником истины для точной сигнатуры:
- публичные classes/interfaces;
- public methods/functions;
- signals/events;
- exported properties/configuration;
- commands, events и read models;
- ownership/lifetime/threading requirements;
- error/return semantics;
- non-obvious invariants.
### 2. Module specification
Находится в `docs/modules/<module>.md` и объясняет назначение, архитектуру, data flow, state/lifecycle, extension points и verification. Шаблон: [`modules/TEMPLATE.md`](modules/TEMPLATE.md).
### 3. Data/schema documentation
Описывает persisted/wire/content formats: fields, types, units, optionality, version, migration, provenance и compatibility. Нельзя объяснять schema только примером JSON или SQL.
### 4. ADR
Фиксирует значимое решение, варианты и последствия. ADR не заменяет актуальное описание модуля: после решения module spec обновляется до текущего состояния.
### 5. Operational documentation
Команды build/test/import/bake/deploy/recovery, expected outputs и diagnostics. Команда без условий запуска и интерпретации результата недостаточна.
## Обязательная module specification
Новый самостоятельный модуль или существенно выделенная подсистема обязаны иметь документ со следующими разделами:
1. Metadata/status.
2. Purpose и non-goals.
3. Context и architecture boundaries.
4. Public API.
5. Inputs и outputs.
6. Data flow diagram.
7. State/lifecycle или sequence diagram, если применимо.
8. Ownership, threading и resource lifetime.
9. Errors, cancellation и recovery.
10. Configuration/capabilities/profiles.
11. Persistence/cache/migrations.
12. Diagnostics и observability.
13. Tests, fidelity evidence и performance budgets.
14. Extension points.
15. Known gaps.
16. Source map.
`Status` принимает только:
- `Planned`;
- `Prototype`;
- `Partial`;
- `Implemented`;
- `Verified`;
- `Deprecated`.
`Implemented` не означает fidelity; `Verified` требует evidence и ссылок на тесты.
## Обязательные схемы
### Data flow diagram
Обязательна для каждого module spec. Показывает реальные имена contracts и направление данных:
```mermaid
flowchart LR
Source[ADT bytes] --> Parser[ADTLoader]
Parser --> Data[AdtTileData]
Data --> Planner[StreamingTargetPlanner]
Planner --> Queue[RenderFinalizeCommand]
Queue --> Renderer[TerrainRenderer]
```
Диаграмма должна показывать:
- внешние источники;
- входные contracts;
- преобразования;
- выходные contracts/side effects;
- persistence/cache, если участвует;
- запрещённое направление, если оно является важной границей.
### Sequence diagram
Обязательна, если операция пересекает два и более из следующих boundary:
- thread/job queue;
- network;
- gameplay;
- renderer/UI/audio;
- Editor;
- server/database;
- filesystem/build pipeline.
```mermaid
sequenceDiagram
participant Net as WorldSession
participant Game as WorldState
participant View as EntityPresenter
participant Render as WorldRenderFacade
Net->>Game: EntityCreated
Game-->>View: EntityReadModel change
View->>Render: spawn_entity(descriptor)
```
### State diagram
Обязательна для lifecycle/state machine с тремя и более состояниями, reconnect/retry или rollback:
```mermaid
stateDiagram-v2
[*] --> Disconnected
Disconnected --> Connecting
Connecting --> Authenticated
Connecting --> Failed
Authenticated --> Disconnected
Failed --> Connecting: retry
```
### Dependency diagram
Обязательна при изменении архитектурной границы или модуле с тремя и более downstream consumers. Она показывает compile/runtime dependencies, а не случайное расположение Node в сцене.
## Public API documentation
Для каждого public symbol указываются:
- краткое назначение;
- параметры с единицами и coordinate space;
- return value или emitted event;
- preconditions/postconditions;
- ownership и mutability;
- допустимый thread;
- failure behavior;
- profile/capability restrictions;
- пример только если контракт остаётся неочевидным.
### GDScript
- Использовать `##` documentation comments для class, public methods, signals и exported properties.
- Всегда указывать типы аргументов/return, где Godot API позволяет.
- `@export` property объясняет units/range/profile и runtime mutability.
- Signal документирует момент emission, arguments и ordering guarantees.
- Internal helper получает комментарий, если содержит сложный invariant, coordinate conversion, ownership или performance assumption.
### C++/GDExtension
- Public headers используют Doxygen-compatible `///`/`/** */`.
- Документировать ownership указателей/references/buffers, thread safety и error transport.
- Binary structs указывают source format/build, packing/endianness и validation.
- Native/Godot boundary описывает allocation и lifetime Variant/PackedArray/Resource.
- Implementation comments объясняют `why` и invariant, а не пересказывают строку кода.
### Shaders/materials
- Uniform/global parameter: coordinate/color space, range, units и producer.
- Material profile: supported WoW shader/blend modes и approximations.
- Expensive branch/texture dependency имеет cost/fallback note.
- Blizzlike и Enhanced behavior документируются отдельно.
### Network codecs
- Opcode/direction/session phase.
- Exact build/profile.
- Field order/type/endianness/conditional presence.
- Domain events на выходе.
- Malformed/unknown handling.
- Fixture/reference source без sensitive payload.
### Content/server schemas
- Canonical field и mapping на каждый core adapter.
- Unit, default, null/optional semantics и flags.
- Numeric ID allocation и references.
- Migration/rollback и unsupported degradation.
## Документация потока данных
Inputs/outputs оформляются таблицей:
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `EntityMoved` | `WorldSession` | `WorldState` | Immutable event | Game-thread apply |
| Output | `EntityReadModel` | `WorldState` | Presenter/UI | Snapshot | Until next revision |
Side effects перечисляются отдельно:
- scene tree mutation;
- RenderingServer RID creation/free;
- filesystem/cache write;
- network send;
- DB query/apply;
- settings/SavedVariables mutation.
Скрытый side effect является дефектом документации и API.
## Статус реализации
Документ не должен выдавать roadmap за существующий код. Каждый важный capability помечается:
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
После изменения кода статус и `Last verified` обновляются в том же work package. Если документацию нельзя подтвердить, ставится `Unknown`/`Planned`, а не предположение.
## Documentation change rules
Документация обновляется в том же work package, если изменились:
- public API/signal/event;
- data flow или ownership;
- state/lifecycle;
- thread boundary;
- format/schema/cache version;
- configuration/capability;
- diagnostics/error/recovery;
- fidelity или performance behavior;
- extension point.
Переименование symbol/path требует обновить source map, diagrams и ссылки. Stale documentation считается regression.
## Code comments
Хороший комментарий объясняет:
- почему решение отличается от очевидного;
- форматное или protocol ограничение;
- ownership/thread invariant;
- причину batching/budget;
- источник fidelity behavior;
- временный compatibility path и условие удаления.
Плохой комментарий:
- пересказывает код;
- обещает будущую работу без target/work package ID;
- содержит устаревшую сигнатуру;
- маскирует magic number без source/unit;
- утверждает `Blizzlike` без evidence.
TODO/FIXME должен содержать target/work package или diagnostic code.
## Review gate
Reviewer/integrator проверяет:
- public symbols имеют inline docs;
- module spec существует или обновлён;
- input/output и side effects перечислены;
- diagrams соответствуют реальным contracts;
- state/error/recovery paths показаны;
- tests/evidence и known gaps честны;
- документы не дублируют противоречивые источники истины.
Если хотя бы один обязательный пункт отсутствует, handoff остаётся `PARTIAL`, а target не может получить `DONE`.
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Graph validator обнаруживает циклы без намеренного repeat policy, недостижимые узлы, отсутствующие targets и dead ends. Graph validator обнаруживает циклы без намеренного repeat policy, недостижимые узлы, отсутствующие targets и dead ends.
Spatial validator на основе navigation backend (первоначально optional `recast-rs`) отдельно проверяет физическую достижимость giver, objectives и turn-in для заявленного movement profile. Результат является authoring diagnostic: он не заменяет server pathfinding и требует server-integrated playtest для окончательного подтверждения.
## Локации ## Локации
Локация проектируется слоями: Локация проектируется слоями:
@@ -51,6 +53,8 @@ Graph validator обнаруживает циклы без намеренног
Редактор должен показывать heatmaps плотности spawn, quest travel paths, level/difficulty bands, line-of-sight blockers и приблизительную стоимость рендера. Редактор должен показывать heatmaps плотности spawn, quest travel paths, level/difficulty bands, line-of-sight blockers и приблизительную стоимость рендера.
Для подземелий navigation graph должен проверять связность входа, encounter rooms, дверей, recovery route и graveyard. Dynamic obstacles и off-mesh connections описываются явно, чтобы закрытая дверь или специальный переход не давали ложный положительный результат.
## Подземелья и encounters ## Подземелья и encounters
`DungeonPackage` объединяет входы, difficulty, encounters, doors, triggers, trash groups, bosses, loot, quests, graveyards, scripts и localization. `DungeonPackage` объединяет входы, difficulty, encounters, doors, triggers, trash groups, bosses, loot, quests, graveyards, scripts и localization.
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# Godot Best Practices for OpenWC
## Статус
Это нормативные правила применения Godot в OpenWC. Они дополняют общую архитектуру и основаны на официальных Godot practices с учётом большого streaming world, native parsers и встроенного Editor tooling.
## Nodes только на границах
- Domain, packet codecs, validators, coordinate math, build graph и canonical content не должны быть Nodes.
- Node/Control используются для lifecycle, scene composition, input, rendering/audio presentation и Editor UI.
- Большой объём однородных данных хранится в typed objects/packed arrays/resources, а не в тысячах служебных Nodes.
- Scene не ищет глобально dependency по имени; parent composition передаёт contract/reference явно.
## Scene organization
- Каждая scene имеет одну ответственность и может запускаться в isolation с test doubles.
- Parent-child означает ownership: удаление parent логично удаляет child. Иначе системы являются siblings/services.
- Scene наружу публикует небольшой API/signals, а внутренние NodePaths не становятся публичным контрактом.
- Runtime, render sandbox, preview и capture scenes собираются из общих presenters/services.
- Generated world preview не сохраняется как authoring source.
## Dependency injection и signals
- Dependencies передаются composition root, initializer или exported interface reference.
- Signals используются для notification; commands/intents вызываются через явные методы/bus contracts.
- Signal connections снимаются симметрично при unload/plugin disable.
- Не использовать SceneTree groups как скрытый service locator для core architecture.
## Autoload policy
Autoload разрешён только для действительно process-wide lifecycle:
- composition/bootstrap coordinator;
- глобальная immutable build/version information;
- crash/diagnostic sink, если ему нужен process lifetime.
Gameplay state, network session, renderer world, editor session, caches конкретного проекта и audio emitters не должны становиться неявными глобальными managers. Они создаются/освобождаются владельцем режима.
## Resources and data
- Resource подходит для immutable/imported descriptors и editor-inspectable configuration.
- Runtime mutable authoritative state не хранится в shared Resource, который может быть случайно разделён сценами.
- Resource schema имеет version и migration, если сохраняется пользователем.
- Original extracted corpus и bulk caches не следует заставлять Godot массово импортировать без необходимости; применять `.gdignore`, custom import staging или native repository.
- Importer проверяет malformed input и записывает dependency/profile metadata.
## Background work
- Blocking `load()` не используется в frame-critical streaming path; применяются threaded load/jobs.
- Worker выполняет file I/O, parsing, decompression, grouping и pure data generation.
- SceneTree mutation, Node attach и большинство GPU/RID finalization выполняются main thread budget.
- Один Resource не модифицируется несколькими workers.
- GDScript container resize/mutation между threads защищается mutex или заменяется message passing.
- Все worker tasks ожидаются/очищаются; session cancellation не оставляет orphan work.
## Rendering performance
- Сначала измерять SceneTree/CPU/GPU bottleneck, затем переходить к RenderingServer.
- Repeated static M2 группировать spatial MultiMesh cells; один MultiMesh на весь мир ухудшает culling.
- Large transform buffers готовить линейно/в native code и отправлять батчем.
- Visibility ranges/HLOD, occlusion и automatic mesh LOD использовать совместно по профилю.
- Unique materials/textures минимизировать; descriptor/resource counts являются budget metric.
- RenderingServer RIDs имеют явного владельца и освобождаются в deterministic shutdown test.
- Shader/material profiles разделяют Blizzlike и Enhanced; runtime не компилирует тяжёлые варианты при пересечении ADT boundary.
## EditorPlugin lifecycle
- Любая регистрация в `_enter_tree()` имеет соответствующее удаление в `_exit_tree()`.
- Docks, inspectors, importers, gizmos, debugger plugins, signals и jobs снимаются при disable/reload.
- Editor UI не пишет файлы/SQL напрямую — только создаёт application commands.
- Mutation интегрирована с EditorUndoRedoManager или общей command history.
- Preview nodes считаются disposable; stable content IDs не равны instance IDs.
- Долгая операция имеет progress, cancellation и staging output.
## Editor imports and inspectors
- Custom import plugin применяется для формата, которому действительно нужен first-class Godot Resource lifecycle.
- Один extension/type имеет стабильный importer name и version.
- Platform/profile variants фиксируются явно.
- Custom inspectors редактируют canonical data через commands и показывают field-level validation.
- Gizmos не владеют сущностью и создают одну undoable logical operation на drag/stroke.
## UI
- Control tree не читает network packets и не ищет world nodes.
- View models immutable на frame/update boundary.
- Layout использует anchors/containers/theme tokens, а не hardcoded pixel positions вне fidelity backend.
- FrameXML compatibility layout изолирован от modern Godot-native screens.
- Input consumption и focus/modal context тестируются сценами.
## Profiling and diagnostics
- Использовать Godot profiler для script/physics и Visual Profiler для render CPU/GPU.
- Headless/CLI runs сохраняют JSON metrics; GPU runs фиксируют backend/device/driver/resolution.
- Performance changes сравниваются cold/warm и p50/p95/p99, а не одним FPS.
- GPU validation, memory tracking и RenderDoc workflow документируются для shader/backend defects.
- Custom monitors публикуют streaming queues, cache hits, entities, materials, RIDs и job latency.
## Tests
- Pure logic тестируется без SceneTree.
- Scene runner используется только для lifecycle/input/signals/layout/presentation.
- EditorPlugin имеет enable/disable/reload и undo/save/reload tests.
- Headless является обязательным CI path; visual tests запускаются отдельно на GPU runner.
- GdUnit4 рассматривается как кандидат для GDScript/scene tests; native tests остаются отдельным target.
## Official references
- [Godot Best practices](https://docs.godotengine.org/en/stable/tutorials/best_practices/index.html)
- [Scene organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html)
- [Autoloads versus regular nodes](https://docs.godotengine.org/en/stable/tutorials/best_practices/autoloads_versus_regular_nodes.html)
- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html)
- [Thread-safe APIs](https://docs.godotengine.org/en/stable/tutorials/performance/thread_safe_apis.html)
- [Optimization using MultiMeshes](https://docs.godotengine.org/en/stable/tutorials/performance/using_multimesh.html)
- [RenderingServer](https://docs.godotengine.org/en/stable/classes/class_renderingserver.html)
- [Import plugins](https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html)
- [Inspector plugins](https://docs.godotengine.org/en/stable/tutorials/plugins/editor/inspector_plugins.html)
- [3D gizmo plugins](https://docs.godotengine.org/en/stable/tutorials/plugins/editor/3d_gizmos.html)
- [Command line tutorial](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html)
- [Debugging tools](https://docs.godotengine.org/en/stable/tutorials/scripting/debug/overview_of_debugging_tools.html)
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- Paths: waypoint, patrol, spline, taxi и transport preview. - Paths: waypoint, patrol, spline, taxi и transport preview.
- Volumes: area, subzone, encounter, graveyard, phase и weather. - Volumes: area, subzone, encounter, graveyard, phase и weather.
- Visualization modes: collision, normals, chunk/tile bounds, nav/pathing, spawn density, quest dependencies и streaming budgets. - Visualization modes: collision, normals, chunk/tile bounds, nav/pathing, spawn density, quest dependencies и streaming budgets.
- Navigation overlay: walkable areas, isolated regions, off-mesh connections, path cost и unreachable selection.
Каждый stroke или placement создаёт одну логическую undoable command. Длительный stroke агрегируется, чтобы history не содержала команду на каждую вершину. Каждый stroke или placement создаёт одну логическую undoable command. Длительный stroke агрегируется, чтобы history не содержала команду на каждую вершину.
@@ -66,6 +67,20 @@ Import, bake, validation, packaging и DB snapshot выполняются как
- staging output и атомарная публикация результата; - staging output и атомарная публикация результата;
- повторяемая команда для headless CI. - повторяемая команда для headless CI.
Navmesh bake через `recast-rs` оформляется таким же cancellable job: Editor экспортирует каноническую triangle geometry во staging, запускает pinned CLI/backend, импортирует versioned navigation artifact и показывает diagnostics. Preview-ноды navmesh не сохраняются как источник истины.
## Navigation validation
Первый navigation backend — optional `recast-rs`. Он используется для:
- проверки пути от quest giver к objectives и turn-in;
- поиска NPC/gameobject вне walkable polygon;
- проверки patrol/escort paths;
- проверки связности входов, дверей и encounter rooms;
- визуализации area costs, holes и off-mesh connections.
Профиль bake хранит версию backend и параметры agent radius/height/climb, cell size/height, slope, region и tile size. Изменение профиля инвалидирует navigation cache. Отсутствие backend не должно мешать редактированию, но navigation-dependent validation помечается как `Not run`.
## Database dock ## Database dock
- Показывает тип ядра, revision, schema version и capabilities. - Показывает тип ядра, revision, schema version и capabilities.
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# M00 Final Paired Evidence — 2026-07-13
## Scope and result
The final local M00 audit used Godot 4.6.1, the existing cache state, the manifest-standard 8-second readiness wait, and `2560x1440` visual candidates. Seven private WoW 3.3.5a build 12340 references produced fourteen cold/warm comparisons with no missing pair. Private images and generated reports remain outside Git.
Every pair exceeded the strict regression tolerance. Comparator exit code `1` means a valid report with measured visual gaps; only codes outside `0/1` are infrastructure failures. This evidence establishes coverage and current differences, not renderer parity.
```powershell
.\tools\run_render_baseline.ps1 `
-Output user://render_baseline_m00_complete_2026-07-13 `
-CacheState existing `
-WaitSeconds 8 `
-MeasureSeconds 0.5 `
-ReferenceCheckpointDirectory .\sources\OpenWCReferenceCheckpoints `
-VisualComparisonReport user://render_baseline_m00_complete_2026-07-13/visual_comparison.json `
-VisualComparisonWidth 2560 `
-VisualComparisonHeight 1440
```
The initial shell timeout detached the canonical capture process after it started. The process completed all fourteen canonical captures and wrote `report.json`; the documented visual-capture and comparator stages were then invoked separately with the same arguments. The final output directory contains both complete reports.
## Paired metrics
| Checkpoint | Pass | Mean perceptual error | Changed-pixel ratio | Classification |
|---|---|---:|---:|---|
| `elwynn_adt_boundary` | cold | 0.087258 | 0.634580 | Composition plus terrain/vegetation/material gaps |
| `elwynn_adt_boundary` | warm | 0.087255 | 0.634598 | Stable against revisit |
| `elwynn_sky_dusk` | cold | 0.094778 | 0.575956 | Approximate paired camera; sky color, lighting and scene-composition gaps |
| `elwynn_sky_dusk` | warm | 0.094757 | 0.575898 | Stable against revisit |
| `elwynn_terrain_overview` | cold | 0.174137 | 0.851791 | Largest composition/framing gap |
| `elwynn_terrain_overview` | warm | 0.176955 | 0.861271 | Stable gap, not a cold-load artifact |
| `elwynn_waterfall_liquid` | cold | 0.088629 | 0.706522 | Framing, terrain, liquid and lighting gaps |
| `elwynn_waterfall_liquid` | warm | 0.087398 | 0.693690 | Stable against revisit |
| `goldshire_dense_m2` | cold | 0.066893 | 0.575257 | Smallest available paired gap; vegetation/material differences remain |
| `goldshire_dense_m2` | warm | 0.066927 | 0.575592 | Stable against revisit |
| `goldshire_inn_large_wmo` | cold | 0.101224 | 0.701835 | WMO is ready; manual framing and presentation gaps remain |
| `goldshire_inn_large_wmo` | warm | 0.101206 | 0.701855 | Stable against revisit |
| `gryphon_roost_native_animation` | cold | 0.119467 | 0.882073 | Same build-12340 asset, different real/synthetic placement and uncontrolled animation phase |
| `gryphon_roost_native_animation` | warm | 0.119471 | 0.882076 | Full-frame metric is diagnostic only; animation observation is human evidence |
Cold and warm values are close for all seven references. The measured gaps are therefore not explained by first-visit cache readiness. Goldshire timing evidence separately demonstrated that the 8-second wait is necessary for WMO publication.
## Animation and sky provenance
The private source corpus preserves exact screenshot bytes; no resize, crop or generated content was used:
| Evidence | SHA-256 | Interpretation |
|---|---|---|
| `elwynn_sky_dusk.jpg` | `1fb06836cacae714c76eaf9b8bf7c292fd5e2f2df33eef821bfe4c4a6bd97072` | Build 12340, Elwynn camera position, server time approximately 19:00, UI hidden |
| `gryphon_roost_native_animation.jpg` | `d3488c741cb8dfe7212198e48332842631a951862a4388b67045338f37357447` | Build 12340 real-world `GryphonRoost01` placement, first visible wing phase |
| diagnostic animation phase B | `1025572c7ab9fa0d2e500ff026be46eb9c1e6e5447116dbdc3675dd5f44574ab` | Same camera three seconds later; visibly raised wing phase |
| diagnostic placement context | `b12c0b713a7d75123ed30f5a316b33537331442cd56615aea69214c7cc4e7a42` | Two real Lakeshire placements and surrounding build-12340 scene |
An ADT scan found no `GryphonRoost01` placement in Goldshire. The M00 checkpoint deliberately injects the model there as a synthetic probe. The original-client observation therefore uses two real Lakeshire placements. The three-second pose change establishes `Observed` native animation behavior, but the full-frame comparison cannot establish spatial or animation-phase parity.
## Fidelity interpretation
M00 now has private build 12340 evidence for every required coverage category: terrain, ADT boundary, dense M2, large WMO, liquid, animated M2 and sky transition. The sky reference is approximately paired by map position/time and manually approved composition. Animated-M2 evidence is asset-paired but placement-unpaired because the OpenWC probe is synthetic.
The reports demonstrate current differences and do not claim `1:1`. Camera calibration experiments also show that unknown manual yaw/pitch/FOV cannot be recovered reliably from full-frame color error alone. Region scoring reduces terrain bias but still requires semantic landmark approval.
## Operational risks
A follow-up shutdown ownership fix removed the GUI renderer leaks found by the final visual capture. Before the fix, the focused animated-M2 checkpoint retained 6 mesh, 6 material, 4 shader, 6 texture, 6 instance and associated RenderingDevice RIDs, for 30 resources in use. After the fix, both the focused 8-second capture and a seven-checkpoint single-pass capture completed without Node, resource or RID leak diagnostics.
Godot can still emit a timing-dependent ObjectDB warning for one or more anonymous `RefCounted` objects whose reported reference count is already zero. The warning has no retained Node, renderer resource or RID ownership in the verified captures. It remains recorded as an engine-teardown diagnostic rather than being hidden, but it is distinct from the resolved GUI renderer leak.
## Integrator decision checklist
- Seven required reference checkpoints: cold/warm report complete, `compared=14`, `missing=0`.
- Animated M2: build-12340 native motion observed in two phases; synthetic/real placement mismatch explicitly classified.
- Sky transition: build-12340 19:00 evidence present with approximate paired camera and human-approved composition.
- Renderer visual differences: registered as gaps, not parity claims.
- GUI renderer RID/resource diagnostics: resolved by explicit shutdown ownership and covered by a headless regression verifier; the residual zero-reference `RefCounted` engine-teardown warning remains tracked separately.
- Target status, target Evidence and `OPENWC_TARGET_DONE` marker: integrator-only actions.
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Исполняемая последовательность текущих целей находится в [`../targets/README.md`](../targets/README.md). Все агенты обязаны следовать корневому [`../AGENTS.md`](../AGENTS.md). Исполняемая последовательность текущих целей находится в [`../targets/README.md`](../targets/README.md). Все агенты обязаны следовать корневому [`../AGENTS.md`](../AGENTS.md).
Полная инженерная карта проекта находится в [`../targets/DEVELOPMENT_ROADMAP.md`](../targets/DEVELOPMENT_ROADMAP.md); она раскрывает renderer, protocol, gameplay, UI/Lua/audio, Editor tooling, server emulators и quality/release workstreams.
## Статус документов ## Статус документов
Документы описывают целевую архитектуру. Реализованное состояние рендера зафиксировано отдельно в [`../RENDER.md`](../RENDER.md). Если описание целевого решения расходится с кодом, это считается известным архитектурным долгом, а не разрешением обходить границы слоёв. Документы описывают целевую архитектуру. Реализованное состояние рендера зафиксировано отдельно в [`../RENDER.md`](../RENDER.md). Если описание целевого решения расходится с кодом, это считается известным архитектурным долгом, а не разрешением обходить границы слоёв.
@@ -22,6 +24,12 @@
| [TESTING.md](TESTING.md) | Стратегия тестирования runtime, протокола, рендера и authoring pipeline | | [TESTING.md](TESTING.md) | Стратегия тестирования runtime, протокола, рендера и authoring pipeline |
| [ROADMAP.md](ROADMAP.md) | Последовательность вертикальных срезов и критерии готовности | | [ROADMAP.md](ROADMAP.md) | Последовательность вертикальных срезов и критерии готовности |
| [REFERENCES.md](REFERENCES.md) | Использованные локальные reference-проекты и правила работы с ними | | [REFERENCES.md](REFERENCES.md) | Использованные локальные reference-проекты и правила работы с ними |
| [TOOLING_CATALOG.md](TOOLING_CATALOG.md) | Реестр готовых библиотек, редакторов, test oracles и кандидатов на интеграцию |
| [GODOT_BEST_PRACTICES.md](GODOT_BEST_PRACTICES.md) | Нормативные правила scenes, data, jobs, rendering, EditorPlugin, profiling и tests |
| [TEAM_WORKFLOW.md](TEAM_WORKFLOW.md) | Ветки/worktree, task claims, ownership, handoff, integration и conflict protocol |
| [DOCUMENTATION_STANDARD.md](DOCUMENTATION_STANDARD.md) | Обязательные API docs, module specs, data-flow/state/sequence diagrams и documentation gate |
| [modules/README.md](modules/README.md) | Реестр фактических модулей и шаблон их спецификаций |
| [CODING_STANDARD.md](CODING_STANDARD.md) | Явные длинные имена, KISS, простота функций/data flow и правила оправданной сложности |
## Обязательный workflow изменения функции ## Обязательный workflow изменения функции
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Используем для сверки conversion pipeline, материалов, моделей и authoring/export edge cases. Runtime web/Blender architecture не переносится в OpenWC. Используем для сверки conversion pipeline, материалов, моделей и authoring/export edge cases. Runtime web/Blender architecture не переносится в OpenWC.
### Wowser
- [`wowserhq/wowser`](https://github.com/wowserhq/wowser) — MIT proof-of-concept браузерного клиента WoW 3.3.5a.
- [`wowserhq/client`](https://github.com/wowserhq/client) — выделенный web client.
- [`wowserhq/pipeline`](https://github.com/wowserhq/pipeline) — asset delivery pipeline.
Используем как независимый reference для auth → realm → character → world lifecycle, SRP/cryptography, binary packet handling, asset delivery и частичного terrain/model renderer. Особенно полезен для поиска уже разобранных 3.3.5a packet/data edge cases и идей test fixtures.
Не переносим напрямую старый browser stack, WebSocket proxy, React/Three.js abstractions или pipeline server. Заявленное поведение проверяем по TrinityCore/AzerothCore и оригинальному клиенту; proof-of-concept не является спецификацией полноты.
### recast-rs
- [`wowemulation-dev/recast-rs`](https://github.com/wowemulation-dev/recast-rs) — Rust-порт Recast/Detour: navmesh generation, tiled pathfinding, spatial queries, crowd simulation и dynamic obstacles.
Планируем использовать как optional offline navigation backend для Godot Editor: визуализация walkability, проверка достижимости quest/encounter targets, patrol paths и dungeon topology. Начальная интеграция выполняется через CLI/build job, а не через renderer или gameplay runtime.
Важно: принадлежность к WoW emulation ecosystem не доказывает совместимость с форматами TrinityCore/AzerothCore `.mmap/.mmtile`. Генерация server mmaps разрешается только после отдельного compatibility spike с exact parameter, coordinate, tile и binary/behavior comparison. До этого OpenWC navigation cache и server mmaps считаются разными артефактами.
### rilua
- [`wowemulation-dev/rilua`](https://github.com/wowemulation-dev/rilua) — написанная на Rust реализация Lua 5.1.1 с embedding API, bytecode, официальным Lua test corpus, fuzzing и oracle comparison с PUC-Rio.
Рассматриваем одновременно как кандидата на addon Lua runtime и как headless test oracle. TOC loader, FrameXML, WoW API, events, SavedVariables и secure execution остаются слоями OpenWC. Критический gap — отсутствие готовой WoW taint system; C ABI также намеренно не совместим с PUC-Rio. Production-решение принимается только после сравнения `rilua`, PUC-Rio 5.1.1 и оригинального клиента на WoW-specific corpus.
Подробные статусы и evaluation cards ведутся в [`TOOLING_CATALOG.md`](TOOLING_CATALOG.md).
### Godot, GdUnit4 и server tooling
- [Godot best practices](https://docs.godotengine.org/en/stable/tutorials/best_practices/index.html) — основной источник engine-specific правил; принятые решения собраны в [`GODOT_BEST_PRACTICES.md`](GODOT_BEST_PRACTICES.md).
- [`godot-gdunit-labs/gdUnit4`](https://github.com/godot-gdunit-labs/gdUnit4) — кандидат для GDScript/scene/Editor/CI тестов.
- [`azerothcore/Keira3`](https://github.com/azerothcore/Keira3) — reference существующего редактора world DB и SQL generation.
- [AzerothCore database and module documentation](https://www.azerothcore.org/wiki/documentation-index) — primary reference для AzerothCore adapter/deployment workflow.
- [WowBench](https://sourceforge.net/projects/wowbench/) — исторический offline WoW XML/Lua API emulator и источник addon test ideas.
### Warcraft format ecosystem
- [`wowemulation-dev/warcraft-rs`](https://github.com/wowemulation-dev/warcraft-rs) — современный Rust CLI/library set для MPQ/DBC/BLP/ADT/WDT/WDL/M2/WMO и независимый кандидат на format oracle.
- [`wowdev/WoWDBDefs`](https://github.com/wowdev/WoWDBDefs) — versioned definitions client database tables; полезны для schema generation и coverage.
- [`gtker/wow_dbc`](https://github.com/gtker/wow_dbc) — независимый 1.12/2.4.3/3.3.5 DBC reader/writer и converter reference.
Используем для differential testing текущих native parsers и поиска coverage gaps. Новый Rust dependency не принимается только из-за более широкого списка поддерживаемых форматов: сначала требуются build-specific fixtures и измеренное преимущество.
## Правила исследования ## Правила исследования
1. Для protocol semantics приоритет имеют wire fixtures и соответствующая версия server core. 1. Для protocol semantics приоритет имеют wire fixtures и соответствующая версия server core.
@@ -49,6 +91,7 @@ Reference-код используется для исследования фор
4. Любое заимствование проверяется по лицензии и документируется. 4. Любое заимствование проверяется по лицензии и документируется.
5. Proprietary data не переносится в fixtures или репозиторий. 5. Proprietary data не переносится в fixtures или репозиторий.
6. Вывод, влияющий на публичный контракт, оформляется ADR или обновлением соответствующей спецификации. 6. Вывод, влияющий на публичный контракт, оформляется ADR или обновлением соответствующей спецификации.
7. Перед собственной реализацией сложной подсистемы проверить [`TOOLING_CATALOG.md`](TOOLING_CATALOG.md) и добавить найденные решения, даже если они останутся только reference.
## Замеченные полезные уроки ## Замеченные полезные уроки
@@ -57,3 +100,5 @@ Reference-код используется для исследования фор
- Coordinate conversion и ID allocation должны быть централизованы раньше world editing. - Coordinate conversion и ID allocation должны быть централизованы раньше world editing.
- DB export без canonical model быстро связывает UI с одной версией ядра. - DB export без canonical model быстро связывает UI с одной версией ядра.
- Screenshot smoke полезен, но должен дополняться deterministic state, performance и protocol tests. - Screenshot smoke полезен, но должен дополняться deterministic state, performance и protocol tests.
- Navmesh-библиотека полезна для authoring validation, но не должна становиться источником authoritative NPC movement на клиенте.
- Готовая Lua VM сокращает объём работы только на уровне языка; WoW API, FrameXML, addon lifecycle, secure actions и taint всё равно требуют отдельной fidelity-программы.
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# Renderer baseline M00
Этот документ описывает воспроизводимый baseline renderer перед архитектурной декомпозицией. Он не является заявлением о визуальной совместимости `1:1` с WoW 3.3.5a.
## Единый запуск
Из корня репозитория:
```powershell
.\tools\run_render_baseline.ps1
```
Скрипт последовательно проверяет headless-загрузку проекта, renderer materials,
M2 unique-id dedupe, regression manifest, coordinate boundaries и dedicated
server-spawn renderer contract, затем снимает checkpoint-ы. Для CI или быстрой
проверки контракта без PNG:
```powershell
.\tools\run_render_baseline.ps1 -DryRun -WaitSeconds 0.1 -MeasureSeconds 0.1
```
Если `godot` отсутствует в `PATH`, скрипт использует локальный executable, указанный в `RENDER.md`. Другой executable задаётся через `-GodotPath`.
Отдельный M01 server-spawn checkpoint использует тот же capture pipeline, но не
расширяет семичастный M00 visual baseline:
```powershell
godot --headless --path . --script res://src/tools/verify_server_spawn_renderer.gd
godot --path . --script res://src/tools/capture_render_checkpoints.gd -- `
--manifest res://src/tools/server_spawn_render_manifest.json `
--output user://server_spawn_renderer
```
Manifest связывает pinned AzerothCore Human Warrior spawn с Godot position,
ADT tile/chunk и renderer-native diagnostic marker. Маркер начинается точно в
spawn origin и проходит обычный depth test, поэтому screenshot показывает его
отношение к terrain; это integration evidence, а не заявление visual parity.
Результат по умолчанию находится в `user://render_baseline`:
- `report.json` — Godot, OS, CPU, GPU/backend, viewport, revision, cache inventory, cache versions, параметры checkpoint-ов и результаты;
- `<checkpoint>__cold_process.png` — первый визит в текущем процессе;
- `<checkpoint>__warm_revisit.png` — повторный визит в том же процессе после обхода контрольных точек.
## Парное визуальное сравнение
Одобренные снимки оригинального клиента хранятся вне Git. Если каталог с ними доступен локально, единый запуск может сразу сравнить PNG с одинаковыми именами:
```powershell
.\tools\run_render_baseline.ps1 `
-ReferenceCheckpointDirectory 'D:\private-fixtures\wow-3.3.5a-checkpoints'
```
Результат записывается в `user://render_baseline/visual_comparison.json`. Другой путь задаётся через `-VisualComparisonReport`. `-DryRun` несовместим с визуальным сравнением, потому что не создаёт PNG. Runner сохраняет обычный performance capture в нормативном `1280×900`, затем отдельно снимает visual candidates в `2560×1440`; разрешение можно переопределить через `-VisualComparisonWidth` и `-VisualComparisonHeight`, не меняя performance baseline.
Отдельный запуск сравнения:
```powershell
godot --headless --path . `
--script res://src/tools/compare_render_checkpoints.gd -- `
--reference 'D:\private-fixtures\wow-3.3.5a-checkpoints' `
--candidate "$env:APPDATA\Godot\app_userdata\OpenWC\render_baseline" `
--output user://render_baseline/visual_comparison.json
```
Reference-каталог принимает JPG/JPEG/PNG оригинального клиента с именем checkpoint, например `goldshire_dense_m2.jpg`. Диагностические кадры с префиксом `diagnostic_` игнорируются. Один reference автоматически сопоставляется с `<checkpoint>__cold_process.png` и `<checkpoint>__warm_revisit.png` OpenWC.
Сравнение переводит sRGB в linear color space, вычисляет взвешенную ошибку яркости/цвета для каждого пикселя, среднюю ошибку кадра и долю пикселей выше локального порога. Нормативные defaults находятся в `comparison_budgets` manifest: mean error `0.015`, changed-pixel ratio `0.01`, pixel error threshold `0.04`. Любое превышение, несовпадение размеров, отсутствие пары или пустой reference-каталог возвращает ненулевой exit code.
Автоматический pass не является доказательством parity: animation phase, weather, camera alignment и intentional gaps требуют human approval. Для проверки алгоритма без proprietary данных используется:
```powershell
godot --headless --path . --script res://src/tools/compare_render_checkpoints.gd -- --self-test
```
```mermaid
flowchart LR
R[Private approved reference PNGs] --> C[Checkpoint comparator]
N[New baseline PNGs] --> C
M[Manifest tolerance defaults] --> C
C --> J[JSON metrics and pass/fail]
J --> H[Human fidelity approval]
```
`cold_process` не означает очищенный Windows filesystem cache. Поле `cache_state` и полный inventory обязаны интерпретироваться вместе с результатом. Удаление или принудительная пересборка cache не входит в baseline-команду. Для отдельного запуска после контролируемой очистки безопасного локального cache следует передать осмысленную метку, например `-CacheState rebuilt-clean`; proprietary source assets команда не изменяет.
## Контрольные точки и детерминизм
Нормативный manifest: `res://src/tools/render_baseline_manifest.json`. Он не содержит proprietary assets и фиксирует семь обязательных классов:
- Elwynn terrain overview;
- граница ADT около world center;
- dense M2 в Goldshire;
- Goldshire Inn как large WMO;
- Elwynn waterfall как liquid;
- синтетический native-animation probe `GryphonRoost01.m2`;
- тот же Elwynn overview в 19:00 для sky transition.
Зафиксированы camera/target/player position, viewport, FOV, quality preset и время мира. Для temporal shader/animation кадров SHA-256 служит идентификатором артефакта, но не самостоятельным pass-критерием: автоматическая визуальная проверка использует perceptual diff и согласованный tolerance. Синтетический animation probe существует только внутри capture tool и не меняет runtime streaming scene.
## Метрики и budget
Каждая точка записывает load/wait time, frame time p50/p95/p99, максимальный frame hitch, static/video memory, draw calls, rendered objects и снимок streaming queues. При сравнении следующего renderer с этим baseline p95, p99, max hitch, load time и memory не должны ухудшаться более чем на 10% без отдельного принятого объяснения и обновления baseline.
Измерение считается неполным, если snapshot показывает незавершённые очереди: это состояние остаётся в `report.json` и не должно скрываться. Значения сравниваются только на одинаковых Godot, backend, hardware/profile, cache state, viewport и manifest revision.
## Cache contract
Manifest фиксирует проверяемые версии и причины invalidation:
| Cache | Version | Invalidate when |
|---|---:|---|
| baked terrain | 5 | изменились baked geometry или placement payload |
| streaming terrain | 2 | изменились streaming geometry или M2 `unique_id` payload |
| terrain splat | 1 | изменился splat resource payload |
| terrain control splat | 3 | изменились control atlas, layer map или texture array |
| WMO streaming | 2 | изменилась WMO render geometry |
| WMO builder | 2 | изменились scene transform или builder payload |
| M2 material | 2 | изменились material или custom vertex payload |
`verify_render_baseline_manifest.gd` сравнивает таблицу с runtime constants. Shader-only refresh versions, не изменяющие serialized payload, обновляются по правилам `RENDER.md`; изменение payload требует version bump и rebake.
## Fidelity gaps относительно 3.3.5a
Baseline пока не имеет approved парных кадров оригинального клиента build 12340. До их появления нельзя утверждать parity. Известны следующие классы расхождений:
- неполные M2 animation/skinning, particles и ribbons;
- приближённые M2/WMO material combiners и pass ordering;
- отсутствие настоящего WMO portal/room culling;
- упрощённые liquid depth/shore rules и texture selection;
- неполная проверка skybox/lighting transition по зонам;
- возможная смена D3D12 на Vulkan при ошибке descriptor heap — фактический backend всегда берётся из `report.json`.
Парное сравнение с клиентом 3.3.5a должно использовать те же map position, local time и weather. Каждый gap регистрируется как terrain/material, placement, animation, lighting, liquid или culling; baseline сам по себе gap не закрывает.
Локальная сессия build 12340 от 2026-07-11 откалибровала три непригодные исходные позиции: dense-M2 camera была полностью закрыта кронами, large-WMO camera находилась у дымохода кузни, liquid camera попадала под terrain оригинального клиента. Manifest теперь содержит проверенные replacement camera positions. Пять approved локальных reference JPG хранятся вне Git; synthetic animated probe и dusk checkpoint всё ещё требуют отдельной процедуры.
Первый paired run после калибровки создал десять сравнений (пять reference × cold/warm), без missing pairs. Все пары ожидаемо превысили строгий tolerance: mean perceptual error `0.0707..0.1746`, changed-pixel ratio `0.5504..0.8187`. Human inspection показал, что это пока не чистая material/lighting ошибка: при тех же WoW-derived координатах OpenWC terrain-overview camera находится под terrain/placements, WMO camera — внутри таверны, liquid camera — внутри скал; ADT и dense-M2 композиции также существенно смещены. До исправления coordinate/placement mismatch эти значения являются gap evidence, а не основанием расширять tolerance.
Capture tool строит camera basis явно из target и world-up. Это исключает неоднозначный roll `look_at` при автоматической съёмке. `ViewportTexture.get_image()` сохраняется без дополнительного vertical flip для Godot 4.6.1.
## Coordinate calibration
Пять принятых build 12340 viewpoints записаны в manifest как `reference_wow_camera`. Они содержат только числовые world coordinates и не включают proprietary данные. Headless probe:
```powershell
godot --headless --path . --script res://src/tools/verify_render_coordinate_calibration.gd
```
```mermaid
flowchart LR
O[Observed build 12340 WoW XYZ] --> W[WoW to Godot formula]
W --> G[Manifest Godot camera XYZ]
G --> R[Godot to WoW round-trip]
R --> E[Maximum numeric error]
```
На пяти точках maximum mapping/round-trip error равен `0.000015`. Это исключает текущую формулу `gx = center - wy`, `gy = wz`, `gz = center - wx` как источник крупного paired mismatch. Результат не доказывает renderer parity: следующая диагностика должна отдельно проверить terrain height, placement transforms и фактическое camera direction/FOV. Production `CoordinateMapper` остаётся задачей M01; M00 probe не создаёт второй публичный coordinate contract.
## Terrain height diagnostic
Rendered terrain проверяется без нового runtime API: offline probe использует уже загруженный tile mesh, строит `TriangleMesh` и выполняет вертикальный ray в tile-local space.
```powershell
godot --headless --path . --script res://src/tools/probe_render_terrain_height.gd -- --wait 2
```
```mermaid
flowchart LR
C[Calibrated camera XZ] --> S[Streaming tile state]
S --> M[Active terrain mesh]
M --> T[Tile-local TriangleMesh ray]
T --> H[Terrain height and camera clearance]
```
Измеренный clearance: terrain overview `89.044`, ADT boundary `44.788`, dense M2 `90.178`, large WMO `12.034`, waterfall примерно `76.128` Godot units. Следовательно, все пять камер находятся над rendered terrain; visual obstruction принадлежит placements/WMO/composition, а не terrain height.
Waterfall XZ сначала давал `no_intersection`, хотя tile `30_49` был available, полностью загружен, имел `control_splat_cache` quality mesh и LOD0 mesh, а probe находился внутри mesh AABB. Ray со смещением `2.0` units пересёк тот же mesh на высоте `113.872`; точная XZ попала на triangle seam/edge numerical miss. Probe теперь сообщает `sampled_nearby`, distance и source tile вместо ложного streaming ownership gap. `--require-all` остаётся строгим режимом для действительно неснятых точек.
## Camera occluder diagnostic
Scene-tree placement composition проверяется transformed AABB без изменения renderer:
```powershell
godot --headless --path . --script res://src/tools/probe_render_camera_occluders.gd -- --wait 3
```
```mermaid
flowchart LR
C[Calibrated camera] --> A[Published Mesh/MultiMesh AABBs]
T[Manifest target] --> S[Camera-to-target segment]
A --> P[Camera containment test]
A --> I[Segment intersection test]
S --> I
P --> J[JSON occluder report]
I --> J
```
Ни одна из пяти камер не находится внутри опубликованной scene-tree geometry. Terrain-overview segment пересекает четыре Stormwind WMO groups, large-WMO segment — три Goldshire Inn groups, waterfall segment — liquid surface; ADT boundary и dense-M2 segments не пересекают placement AABB. Поэтому прежнее визуальное впечатление «камера внутри WMO/placements» не подтверждается. Основной paired gap сейчас — неточно воспроизведённые manual look direction/target/FOV reference-кадров: например, автоматический Goldshire target направляет луч через фасад внутрь WMO, тогда как reference был вручную скадрирован на весь фасад. Probe охватывает только scene-tree MeshInstance/MultiMesh; RID-only instances не имеют доступного semantic path и явно исключены из coverage.
## Empirical FOV sweep
В build 12340 `GetCVar("cameraFoV")` возвращает `nil`, а `/console cameraFoV` и `ConsoleExec("cameraFoV")` не выдают значения. Поэтому capture tool поддерживает additive `--camera-fov`, а comparator — `--only`, позволяющий ограничить sweep одним reference checkpoint.
```mermaid
flowchart LR
F[Candidate vertical FOV] --> C[Dedicated checkpoint camera]
C --> P[Filtered checkpoint PNGs]
R[One original-client reference] --> D[Perceptual comparator --only]
P --> D
D --> M[Ranked metrics]
```
Первый sweep обнаружил capture defect: разные FOV иногда создавали одинаковые hashes, потому что scene camera могла перехватить viewport после входа в tree. Capture теперь вызывает `camera.make_current()` после добавления world и перед каждым checkpoint. После исправления ADT-boundary ranking стал: `26° → 0.079588`, `38° → 0.079633`, `50° → 0.084353`, `62° → 0.088360`, `86° → 0.097993` mean error. Plateau `2638°` и несовпавший changed-pixel optimum показывают доминирование manual look direction/framing; эти данные не обосновывают изменение нормативного manifest FOV `62°`. Для настоящей калибровки reference capture должен сохранять воспроизводимые yaw/pitch/zoom или независимый projection fixture.
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> Этот документ объясняет стратегию на высоком уровне. Исполняемый порядок, текущий статус, checklist и доказательства завершения ведутся только в [`../targets/README.md`](../targets/README.md). При расхождении `targets/` имеет приоритет. > Этот документ объясняет стратегию на высоком уровне. Исполняемый порядок, текущий статус, checklist и доказательства завершения ведутся только в [`../targets/README.md`](../targets/README.md). При расхождении `targets/` имеет приоритет.
Полный roadmap с точки зрения разработки, contracts, subsystem dependencies и gates находится в [`../targets/DEVELOPMENT_ROADMAP.md`](../targets/DEVELOPMENT_ROADMAP.md).
## Стратегия ## Стратегия
Работа идёт вертикальными срезами. Каждый срез включает data, domain, adapter, presentation, editor support, diagnostics и tests. Горизонтальная реализация всех opcodes или всех editor-панелей без пользовательского результата не считается milestone. Работа идёт вертикальными срезами. Каждый срез включает data, domain, adapter, presentation, editor support, diagnostics и tests. Горизонтальная реализация всех opcodes или всех editor-панелей без пользовательского результата не считается milestone.
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# Командная разработка OpenWC
## Цель
Этот workflow позволяет нескольким людям и Codex-агентам работать параллельно, не перезаписывая изменения друг друга и не разрушая архитектурные границы. Единица параллельной работы — не milestone целиком, а ограниченный `work package`.
## Основные правила
1. Каждый агент работает в отдельном clone или Git worktree и собственной ветке.
2. Никто не разрабатывает напрямую в `master`.
3. До изменений задача получает ID, владельца, claim и список затрагиваемых путей.
4. Один work package имеет только одного активного владельца.
5. Общие contracts согласуются до параллельной реализации producers/consumers.
6. Статус milestone и `OPENWC_TARGET_DONE` изменяет только интегратор.
7. Merge выполняется только после handoff, локальных проверок и синхронизации с актуальным `master`.
## Идентификаторы
### Agent ID
Каждый человек/агент выбирает стабильный ID на весь work package:
```text
<human>-<machine>-codex
```
Примеры:
```text
sindo-main-codex
alex-laptop-codex
```
ID записывается в claim, ветке, PR/MR и handoff. Нельзя использовать просто `codex`, потому что таких агентов несколько.
### Work Package ID
```text
<TARGET>-<PROGRAM>-<SHORT-NAME>-<NNN>
```
Примеры:
```text
M01-FND-COORDS-001
M03-RND-SCHEDULER-001
M08-NET-SRP-001
M12-UIA-LUA-SPIKE-001
```
Program codes определены в [`../targets/DEVELOPMENT_ROADMAP.md`](../targets/DEVELOPMENT_ROADMAP.md).
## Claim protocol
Предпочтительный канал координации — issue + ранний draft PR/MR на общем Git forge. Если forge недоступен, используется отдельный файл в `coordination/claims/`, который сначала публикуется в общей ветке.
Claim marker:
```text
<!-- OPENWC_CLAIM:M01-FND-COORDS-001:sindo-main-codex:2026-07-13 -->
```
Последнее поле — дата истечения claim в UTC. Рекомендуемый срок — 48 часов; владелец продлевает его коротким status update. Истёкший claim нельзя забирать молча: сначала оставить сообщение владельцу и интегратору.
Claim содержит:
- target и work package;
- owner/agent ID;
- outcome и non-goals;
- exclusive paths;
- shared/hotspot paths;
- contracts/schema/format changes;
- dependencies и blockers;
- verification commands;
- expected fidelity evidence.
- documentation deliverables: inline API, module spec, diagrams и source map.
## Ветки и worktrees
Имя ветки:
```text
work/<agent-id>/<target>-<short-name>
```
Пример:
```text
work/sindo-main-codex/m01-coordinate-mapper
```
Начало работы:
```powershell
git fetch origin
git worktree add ..\open-wc-m01 -b work/sindo-main-codex/m01-coordinate-mapper origin/master
```
Правила:
- один worktree принадлежит одному агенту;
- не запускать двух агентов в одном dirty worktree;
- не менять и не удалять чужой worktree;
- generated caches и proprietary data не переносятся commit/cherry-pick;
- перед handoff ветка синхронизируется с актуальным `origin/master`.
## Разделение задач
Хороший work package:
- даёт один наблюдаемый результат;
- принадлежит преимущественно одной подсистеме;
- имеет явные входы/выходы;
- меняет не более одного публичного contract одновременно;
- имеет собственные tests/diagnostics;
- может быть review и merged независимо либо после одной явно указанной dependency.
Плохое разделение:
- «сделать сеть»;
- один агент меняет protocol и UI напрямую;
- два агента одновременно рефакторят один monolithic file;
- задача зависит от незаписанного устного соглашения;
- work package оставляет временный второй источник истины.
## Parallelization patterns
### Contract first
Для cross-layer feature сначала отдельным маленьким work package фиксируются:
- domain types;
- commands/events/read models;
- version/capabilities;
- failure states;
- contract tests.
После merge независимо работают producer и consumers.
Пример:
```text
WP-A: MovementSnapshot contract
├─ WP-B: network movement decoder
├─ WP-C: gameplay reconciliation
└─ WP-D: character/camera presentation
```
### Fixtures in parallel
Пока один агент реализует pure logic, второй может готовить:
- synthetic fixtures;
- original-client comparison procedure;
- server-core matrix;
- visual checkpoints;
- documentation/reference analysis.
Fixture agent не изменяет production contract без согласования.
### Adapter split
После merge canonical interface допустимо параллельно реализовать TrinityCore и AzerothCore adapters, если у каждого разные файлы и общая contract suite.
### Hotspot extraction first
Если работа требует одного большого файла, сначала один владелец извлекает стабильный seam. Параллельная работа начинается только после merge seam, а не внутри разных участков монолита.
## Hotspot-файлы
Следующие пути требуют явного указания в claim и согласования с интегратором:
- `project.godot`;
- `AGENTS.md`, `docs/README.md`, `targets/README.md`;
- текущий `targets/[0-9][0-9]-*.md`;
- `RENDER.md`;
- `src/scenes/streaming/streaming_world_loader.gd` до декомпозиции;
- native registration/CMake/GDExtension manifests;
- editor `plugin.cfg` и root plugin lifecycle;
- shared schema/version/format constants;
- dependency lockfiles и submodules.
Два активных work packages не должны редактировать один hotspot. При необходимости интегратор выделяет serial integration window.
## Изменение contracts и форматов
Contract/schema change обязан иметь:
- owner и потребителей;
- backward compatibility или migration;
- old/new fixtures;
- version bump policy;
- rollout order;
- ADR для существенного решения.
Merge order:
1. contract + compatibility layer;
2. producers;
3. consumers;
4. removal deprecated path отдельным work package.
Нельзя одновременно удалить старый API и ожидать, что незамердженная ветка другого агента уже использует новый.
## Commits
Формат заголовка:
```text
<program>(<target>): <imperative summary>
```
Примеры:
```text
fnd(M01): add canonical coordinate mapper
net(M08): decode auth challenge safely
rnd(M03): extract streaming target planner
test(M00): add paired checkpoint manifest
```
Описание commit/PR содержит:
```text
Work-Package: M01-FND-COORDS-001
Agent: sindo-main-codex
Tests: <commands/results>
Fidelity: <evidence/gap>
```
Не смешивать formatting unrelated files, generated artifacts и функциональное изменение в одном commit.
## Handoff protocol
Готовый work package получает marker:
```text
<!-- OPENWC_HANDOFF:READY:M01-FND-COORDS-001:<commit> -->
```
Handoff обязан содержать:
- точный commit/branch;
- outcome и изменённые paths;
- публичные contracts/schema changes;
- verification commands и результаты;
- fidelity evidence/known gaps;
- migration/cache/rebuild requirements;
- unresolved risks;
- recommended merge order;
- updated API/module documentation и перечень diagrams.
Если работа частичная:
```text
<!-- OPENWC_HANDOFF:PARTIAL:M01-FND-COORDS-001:<commit> -->
```
`PARTIAL` не считается завершением и не разрешает ставить target `DONE`.
## Integration protocol
Интегратор:
1. Проверяет claim и отсутствие overlapping ownership.
2. Проверяет diff на unrelated/user changes.
3. Синхронизирует branch с `master` без уничтожения чужой истории.
4. Запускает package verification и затронутые общие gates.
5. Проверяет docs, migrations, cache versions и fidelity statement.
6. Проверяет documentation gate из `docs/DOCUMENTATION_STANDARD.md`: API docs, inputs/outputs, diagrams, ownership и recovery.
7. Проверяет coding gate из `docs/CODING_STANDARD.md`: ясные имена, KISS, отсутствие premature abstractions и скрытого data flow.
8. Merge/squash выполняет в соответствии с историей work package.
9. После merge запускает post-merge smoke.
10. Закрывает claim marker-ом:
```text
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-FND-COORDS-001:<merge-commit> -->
```
Только после интеграции всех обязательных work packages интегратор обновляет target Evidence/status.
## Конфликты
При обнаружении overlapping edits агент должен остановить изменение затронутого файла и связаться с владельцем. Запрещено:
- разрешать конфликт через слепое `ours/theirs`;
- копировать чужой файл поверх своего;
- делать `reset --hard` или checkout чужих изменений;
- «временно» дублировать contract без migration plan.
Порядок разрешения:
1. определить semantic owner;
2. выбрать merge order;
3. первый владелец публикует минимальный contract/seam;
4. второй rebase и адаптирует свою ветку;
5. integration tests подтверждают совместимость.
## Status updates и stale work
Владелец обновляет claim после значимого результата или не реже срока lease. Status краткий:
```text
State: active | waiting | ready | partial
Done: ...
Next: ...
Blocked by: ...
Touched paths: ...
```
Если работа прекращена, claim явно освобождается. Незавершённую ветку не удаляют до handoff с описанием пригодных commits и известных проблем.
## Минимальная схема для двух разработчиков
- Один человек назначается интегратором текущего milestone.
- Второй берёт work package без пересечения файлов либо готовит fixtures/reference/adapter.
- Роль интегратора можно менять после каждого milestone.
- Перед началом дня оба выполняют `git fetch` и сверяют claims/draft PRs.
- Перед merge второй агент не начинает работу поверх непроверенного commit, если dependency не опубликована как contract branch.
Пример для M01:
```text
Developer A / integrator:
M01-FND-COORDS-001 — coordinate types and mapper
Developer B:
M01-QAR-COORD-FIXTURES-001 — known ADT/server points and tests
После merge contract:
A — StreamingFocus migration
B — placement/SQL conversion audit
```
## Автоматическая проверка
Перед handoff и merge запускать:
```powershell
.\tools\verify_coordination.ps1
.\tools\verify_documentation.ps1
```
Первая проверка требует ровно один `ACTIVE` numbered target, соответствие `Current target`, валидные и уникальные fallback claim markers. Вторая проверяет обязательные documentation files, структуру module specs, наличие data-flow diagram и относительные ссылки. Истёкший claim выдаёт warning и требует человеческого решения, но не удаляется автоматически.
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- adapter round-trip `canonical → SQL → snapshot → canonical`; - adapter round-trip `canonical → SQL → snapshot → canonical`;
- Content Project compatibility и migration fixtures; - Content Project compatibility и migration fixtures;
- renderer/editor public API contracts. - renderer/editor public API contracts.
- `recast-rs` navigation fixtures: geometry/profile → region/poly/detail counts и path queries.
- Lua VM contract: общий WoW-specific corpus выполняется на `rilua`, PUC-Rio 5.1.1 и, где возможно, оригинальном клиенте 3.3.5a.
- Wowser используется как дополнительный независимый источник auth/world packet cases; fixtures принимаются только после проверки build 12340 semantics и удаления credentials/proprietary payload data.
### Integration ### Integration
@@ -49,6 +52,25 @@
- frame time, hitch percentiles, draw calls, memory, descriptor count и streaming queues; - frame time, hitch percentiles, draw calls, memory, descriptor count и streaming queues;
- long traversal через ADT boundaries; - long traversal через ADT boundaries;
- dense WMO/M2, water, character equipment и UI scale matrices. - dense WMO/M2, water, character equipment и UI scale matrices.
- navmesh overlay checkpoints и bake/query budgets для больших tiles/dungeons.
### Navigation compatibility
- Golden synthetic meshes проверяют slope, climb, radius erosion, holes, tiled seams и off-mesh connections.
- WoW fixtures проверяют canonical coordinates и ADT/WMO collision composition.
- `recast-rs` version и bake profile закрепляются в manifest; обновление требует baseline diff.
- OpenWC navigation cache сравнивается с C++ Recast reference на выбранных fixtures.
- Заявление о server mmap support требует отдельного сравнения с TrinityCore/AzerothCore generator: параметры, tile bounds, polygon queries и фактическое движение существ на disposable core.
- Editor reachability diagnostics должны различать `Reachable`, `Unreachable`, `Unknown` и `Not run`.
### Lua и addon compatibility
- Official Lua 5.1.1 suite запускается на pinned VM revision.
- Oracle tests сравнивают results, errors, byte strings, number formatting, coroutines, metatables, GC-visible behavior и bytecode expectations.
- WoW corpus проверяет restricted stdlib, global aliases, `bit`, BOM, GC defaults и запрещённые filesystem/native-module операции.
- TOC/load order, FrameXML inheritance, events, SavedVariables и addon errors проверяются отдельно от VM.
- Secure actions, combat lockdown и taint propagation имеют обязательные negative tests; без них addon compatibility не получает статус `Verified`.
- Performance suite измеряет `OnUpdate`, event fan-out, table churn, allocation и incremental GC frame budget.
### Exploratory и game design ### Exploratory и game design
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# Каталог готовых инструментов и reference-решений
## Назначение
OpenWC следует принципу `research before build`: перед реализацией сложной подсистемы сначала ищется существующая библиотека, эмулятор, редактор, specification или test corpus. Цель — быстрее находить проверенные решения, сравнивать независимые реализации и не повторять уже проделанную работу.
Каталог не является списком автоматически одобренных dependencies. Любой кандидат проходит проверку лицензии, зрелости, fidelity, безопасности, производительности, поддержки платформ и стоимости интеграции.
## Статусы
- `REFERENCE` — источник идей, поведения, форматов или тестов; код не подключён.
- `CANDIDATE` — возможная dependency; требуется compatibility spike.
- `EVALUATING` — выполняется spike с зафиксированными критериями.
- `ADOPTED` — закреплены версия, boundary, лицензия, tests и update policy.
- `REJECTED` — не подходит; причина сохраняется, чтобы не повторять исследование.
- `REPLACE` — используется временно и имеет согласованный план замены.
## Обязательная карточка кандидата
```text
Name / URL:
Status:
Problem solved:
Planned boundary:
License:
Platforms/toolchain:
Fidelity evidence:
Known gaps:
Security/data risks:
Performance evidence:
Spike and acceptance criteria:
Pinned version/update policy:
Decision/ADR:
```
## Реестр
| Инструмент | Статус | Область | Планируемое использование | Главный риск |
|---|---|---|---|---|
| OpenWC native loaders | ADOPTED | MPQ/BLP/ADT/WDT/M2/WMO | Текущий import/render pipeline | Неполная fidelity форматов |
| StormLib | ADOPTED | MPQ | Чтение архивов через native extension | Version/license/update audit |
| WowUnreal | REFERENCE | Полный клиент | Coverage, acceptance criteria, networking/UI research | Unreal-specific design |
| WoWee | REFERENCE | Клиент/editor/formats | Architecture, editor workflows, tests, open formats | Заявления требуют независимой проверки |
| Noggit Red | REFERENCE | World editor | Terrain/placement UX, UID workflows | Не Godot architecture |
| open-realm | REFERENCE | Formats/runtime | Независимая проверка parsers/render behavior | Другая архитектура и coverage |
| whoa | REFERENCE | Client behavior | 3.3.5a runtime semantics и fixtures | Лицензия и переносимость отдельных решений |
| wow.export | REFERENCE | Asset conversion | M2/WMO/material/export edge cases | Web-specific pipeline |
| Blender WoW Studio | REFERENCE | Authoring/conversion | WMO/M2/ADT authoring knowledge | Blender-specific UI/data model |
| [Wowser](https://github.com/wowserhq/wowser) | REFERENCE | 3.3.5a web client | Auth/realm/character/world protocol, binary parsing, asset pipeline и render research | Старый JS/WebGL proof-of-concept, неполный клиент |
| [warcraft-rs](https://github.com/wowemulation-dev/warcraft-rs) | CANDIDATE | WoW formats/CLI | Independent MPQ/DBC/BLP/ADT/WDT/WDL/M2/WMO validation и conversion oracle | Rust/tool duplication; claims require fixtures |
| [WoWDBDefs](https://github.com/wowdev/WoWDBDefs) | REFERENCE | Client DB schemas | Versioned DBC definitions и typed-code generation input | Definitions still require build-specific validation |
| [wow_dbc](https://github.com/gtker/wow_dbc) | REFERENCE | DBC | 1.12/2.4.3/3.3.5 read/write и SQLite conversion ideas | Older release, Rust integration unnecessary by default |
| [recast-rs](https://github.com/wowemulation-dev/recast-rs) | CANDIDATE | Navigation | Offline navmesh, reachability и dungeon validation | Server mmap compatibility не доказана |
| [rilua](https://github.com/wowemulation-dev/rilua) | CANDIDATE | Lua/addons | Lua 5.1.1 runtime candidate и headless compatibility oracle | Taint/WoW API/FrameXML отсутствуют; Rust bridge |
| PUC-Rio Lua 5.1.1 | CANDIDATE | Lua reference/runtime | Authoritative Lua oracle и альтернативный embedded VM | Нужны WoW sandbox, taint и безопасный C++ boundary |
| [GdUnit4](https://github.com/godot-gdunit-labs/gdUnit4) | CANDIDATE | Godot tests | GDScript, scene, Editor и CI test runner для Godot 4.6 | Plugin/toolchain pin и adoption spike |
| [Keira3](https://github.com/azerothcore/Keira3) | REFERENCE | AzerothCore DB editor | Field semantics, SQL generation и DB editor UX | AGPL; schema-specific web architecture |
| [WowBench](https://sourceforge.net/projects/wowbench/) | REFERENCE | WoW UI/API | Offline XML/Lua API emulation и addon test ideas | Старый и неполный implementation |
## rilua — карточка кандидата
- **Problem solved:** Lua 5.1.1 VM, bytecode, embedding и официальный compatibility corpus для addon runtime.
- **Planned boundary:** реализация внутреннего `LuaRuntime` interface; FrameXML, TOC, WoW API, events и SavedVariables остаются независимыми слоями OpenWC.
- **License:** MIT OR Apache-2.0.
- **Fidelity evidence:** официальный Lua 5.1.1 test suite и oracle comparison с PUC-Rio по заявлениям проекта; OpenWC обязан повторить проверки на pinned revision.
- **Known gaps:** WoW taint/secure execution заявлен как post-1.0; TOC, WoW API stubs и UI находятся вне scope; C ABI не совместим с `lua_State*`; требуется измерение GC/OnUpdate performance.
- **Spike:** сравнить `rilua`, PUC-Rio 5.1.1 и оригинальный клиент на WoW-specific corpus; проверить restricted stdlib, globals, `bit`, errors, coroutines, byte strings, GC defaults, addon load и SavedVariables.
- **Decision policy:** не связывать UI с Rust types и не объявлять addon parity до secure/taint и FrameXML/API tests.
## Wowser — карточка референса
- **Problem studied:** полный путь клиента WoW 3.3.5a в браузере: получение assets, auth/realm/world connections, cryptography, binary packets, workers, audio и WebGL rendering.
- **Useful repositories:** [`wowserhq/wowser`](https://github.com/wowserhq/wowser), выделенные [`wowserhq/client`](https://github.com/wowserhq/client) и [`wowserhq/pipeline`](https://github.com/wowserhq/pipeline).
- **License:** MIT для основного репозитория; лицензии выделенных репозиториев проверяются отдельно перед переносом кода.
- **Fidelity evidence:** заявлена поддержка только WotLK 3.3.5a; реализованы username/password auth, realm list/connection, character list, world join и packet logging. Любая packet semantics всё равно сверяется с server core и fixtures.
- **Useful boundaries:** разделение client и asset pipeline, async/background resource work, typed binary handling, protocol lifecycle и независимый WebGL renderer.
- **Known gaps:** proof-of-concept, неполный gameplay/UI, browser WebSocket proxy вместо native TCP, устаревший JS ecosystem (React 0.14/Three.js 0.77 era), архитектура не переносится напрямую в Godot.
- **Decision policy:** использовать для cross-check и test ideas; не добавлять Node/Web dependencies и не копировать browser-specific abstractions в OpenWC.
## recast-rs — карточка кандидата
- **Problem solved:** Recast navmesh generation, Detour queries, tiled navigation и dynamic obstacles.
- **Planned boundary:** offline CLI/build job и versioned OpenWC navigation artifact.
- **License:** MIT OR Apache-2.0.
- **Known gaps:** совместимость `.mmap/.mmtile` и параметров TrinityCore/AzerothCore не доказана.
- **Spike:** synthetic + one WoW tile comparison с C++ Recast; затем отдельный server mmap compatibility experiment.
## warcraft-rs — карточка кандидата
- **Problem solved:** единый CLI/library set для MPQ, DBC, BLP, ADT, WDT, WDL, M2 и WMO версий 1.12.1–5.4.8, включая заявленную full support 3.3.5a.
- **Planned boundary:** сначала внешний pinned CLI как independent parser/validator oracle; не заменять текущий native pipeline автоматически.
- **License:** MIT OR Apache-2.0.
- **Spike:** сравнить OpenWC и warcraft-rs на synthetic/corrupt/real local fixtures: parsed counts, bounds, flags, alpha, materials, animations и diagnostics.
- **Decision policy:** отдельные crates рассматриваются только если дают доказанное преимущество; Rust runtime/toolchain не вводится ради дублирования работающего C++ parser.
## GdUnit4 — карточка кандидата
- **Problem solved:** Godot 4 GDScript/scene tests, assertions, mocks, input simulation, command-line and JUnit reports.
- **Planned boundary:** development/test plugin only; production export не зависит от test framework.
- **License:** MIT.
- **Spike:** закрепить совместимую с Godot 4.6.1 версию; проверить pure GDScript, scene lifecycle, input, EditorPlugin и headless CI sample; измерить startup overhead.
- **Decision policy:** ADOPTED только после воспроизводимого Windows/headless run и отсутствия конфликта с project plugins.
## Процесс добавления инструмента
1. Добавить карточку со статусом `REFERENCE` или `CANDIDATE`.
2. Указать конкретную проблему и boundary; «полезная библиотека» недостаточно.
3. Проверить лицензию и возможность распространения.
4. Создать bounded spike в соответствующем target, не меняя текущую цель без указания пользователя.
5. Собрать fixtures и сравнить с исходным поведением WoW 3.3.5a или authoritative implementation.
6. После решения обновить статус, pinned version, ADR и regression tests.
Вендорить или добавлять submodule до статуса `ADOPTED` не следует. Для быстро меняющихся проектов pinned commit обязателен.
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# ADR 0001: Canonical world coordinate contract
- Status: Accepted for M01 contract implementation
- Date: 2026-07-13
- Work packages: `M01-FND-COORDS-001`, corrected by `M01-FND-COORD-TILE-AXIS-002`
- Decision owners: M01 foundation/integration owners
## Context
OpenWC currently performs coordinate conversion in native ADT/WDT loaders,
`StreamingWorldLoader`, sky, player and renderer diagnostic scripts. The same
numbers are frequently carried in `Vector3` or dictionaries, so the coordinate
space is implicit. Existing names also mix ADT filename indices, renderer X/Z
indices and MDDF/MODF placement fields.
M00 recorded five positions observed in WoW 3.3.5a build 12340. They verify the
current client-position to Godot-position arithmetic within `0.002` yard, but
they do not define a cross-layer contract and do not prove camera composition
or visual parity.
Independent references agree on a 64 by 64 ADT grid and an approximately
`533.3333` yard tile size. They do not all use the word “canonical” for the same
axis order. OpenWC therefore needs names tied to observable formats instead of
adopting an internal convention from one reference project.
## Decision
### Canonical position
`CanonicalWowWorldPosition(X, Y, Z)` preserves the numeric X/Y/Z order used by
the WoW client, movement protocol and TrinityCore/AzerothCore world positions.
X and Y are horizontal; Z is height. Units are WoW yards.
`ServerWorldPosition` is a distinct type but converts component-for-component
to canonical. The type boundary prevents a server record from being passed
directly to renderer code and leaves room for adapter validation without a
silent axis swap.
### World extent and ADT indices
The contract uses:
```text
ADT_TILE_SIZE_YARDS = 1600 / 3
ADT_TILES_PER_MAP_AXIS = 64
WOW_WORLD_HALF_EXTENT_YARDS = 32 * ADT_TILE_SIZE_YARDS
tileX = floor(32 - canonical.Y / ADT_TILE_SIZE_YARDS)
tileY = floor(32 - canonical.X / ADT_TILE_SIZE_YARDS)
```
`AdtTileCoordinate(tile_x, tile_y)` always means the indices in
`Map_tileX_tileY.adt`. Results are intentionally not clamped: the exact
south-east extent produces index 64 and remains diagnosable as out of bounds.
Normal valid indices are 0 through 63.
An `AdtTileLocalPosition` is measured east and south from the tile's
north-west corner. Filename `tile_x` and MCNK `chunk_x` grow east; filename
`tile_y` and MCNK `chunk_y` grow south, with valid indices 0 through 15. These
direction names avoid pretending that ADT file axes are Godot X/Z axes.
### ADT placement fields
MDDF/MODF position fields are represented in on-disk X/height/Z order:
```text
adt.X = halfExtent - canonical.X
adt.height = canonical.Z
adt.Z = halfExtent - canonical.Y
```
Model-local MDDF/MODF Euler corrections are not world orientation. They remain
outside this contract until a placement-orientation package has format- and
model-specific fixtures.
### Godot renderer basis
The compatibility renderer keeps one Godot unit equal to one WoW yard and uses
Y-up coordinates from the north-west map extent:
```text
godot.X = halfExtent - canonical.Y # east
godot.Y = canonical.Z # up
godot.Z = halfExtent - canonical.X # south
```
`GodotWorldPosition` contains scalars rather than `Vector3`. A scene/render
adapter may construct `Vector3` only at its boundary.
### World yaw
Server/canonical yaw zero faces increasing WoW X; positive yaw turns toward
increasing WoW Y. In the mapped Godot basis, Godot forward `-Z` and positive
Y-axis yaw produce the same numeric world angle. Mapper conversions therefore
normalize the value to `[-PI, PI)` without adding an offset.
This identity applies to world-facing yaw only. It does not apply to M2/WMO
asset axes or placement Euler triples.
### Contract version 2 correction evidence
Contract version 1 incorrectly calculated filename `tile_x` from canonical X
and `tile_y` from canonical Y. The private WotLK corpus contains the observed
Elwynn point in `Azeroth_31_49.adt`, SHA-256
`18185B5FAC9566D9C57A9C19ABD75F108370D1795639B6077167C0EFD3672FAE`; the
transposed `Azeroth_49_31.adt` does not exist. Raw MCNK headers in that file
show `indexX` decreasing world Y (east) and `indexY` decreasing world X (south).
OpenRealm independently calculates filename X from world Y and filename Y from
world X. Contract version 2 corrects the formulas before any consumer migration.
### Enforced conversion boundaries
GDScript production consumers use `CoordinateMapper` for canonical/Godot and
Godot/ADT tile-local conversion. `StreamingWorldLoader`, player spawn/terrain
sampling, sky/area lookup and terrain diagnostics may construct `Vector3` only
at their scene/tool boundary.
The native ADT/WDT parser path retains one equivalent formula definition in
`src/native/src/wow_chunk_reader.h`; worker parsers cannot call GDScript. The
M00 renderer calibration keeps one independent formula as a test oracle so a
shared mapper defect cannot make both implementation and evidence agree.
Repository verification rejects additional world-center, world/tile or named
WoW/Godot formulas outside those explicit exceptions. Model-local M2/WMO basis
transforms are separate format contracts and are not classified as world-space mapping.
## Alternatives considered
### Make renderer coordinates canonical
Rejected because protocol, database and ADT adapters would silently inherit a
presentation-specific offset and Y-up basis.
### Adopt WoWee's internal canonical axis names unchanged
Rejected because that reference swaps server X/Y into its chosen north/west
ordering. OpenWC preserves observable client/server field names and makes the
render/ADT transformations explicit instead.
### Use `Vector3` plus comments
Rejected because comments cannot prevent server, ADT and Godot values from
being passed across the wrong boundary.
### Generic vector-space or matrix framework
Rejected as unnecessary complexity for fixed affine transforms and integer
grid ownership rules.
## Consequences
- Network and server-data adapters can expose typed positions without knowing
Godot.
- Renderer consumers must explicitly map and then create Godot vectors at their
own boundary.
- ADT filename indices can no longer be confused with renderer X/Z tile names.
- GDScript world/tile consumers use mapper APIs; renderer distance and LOD math
remains ordinary Godot-space geometry.
- Native ADT/WDT loaders share one boundary formula and the M00 calibration
keeps one independent non-production oracle.
- New manual axis conversions are review/test violations enforced by the
repository-wide source gate.
- Persisted schemas are unchanged. Future serialized positions must include an
explicit coordinate-space/version discriminator.
## Verification
- Five M00 build-12340 client camera positions map to the recorded Godot
checkpoints within `0.002` yard.
- Server, ADT placement, Godot and tile-local conversions round-trip.
- Exact center, tile, chunk and world-extent boundaries have explicit tests.
- The observed Elwynn position resolves to the real `Azeroth_31_49.adt` file;
MCNK `(0,0)` to `(15,15)` origins confirm X-east and Y-south chunk growth.
- World-yaw normalization and round-trip cases cover cardinal angles and wrap.
- Direct Godot/ADT tile-local conversions round-trip and production consumers
are checked by `verify_coordinate_conversion_boundaries.gd`.
## References
- [TrinityCore GridDefines](https://github.com/TrinityCore/TrinityCore/blob/master/src/server/game/Grids/GridDefines.h)
- `reference/open-realm/games/world-of-warcraft/renderer/wow/r_wowmap_adt.c`
- `reference/open-realm/games/world-of-warcraft/renderer/wow/r_wowmap_objects.c`
- `reference/WoWee/include/core/coordinates.hpp`
- [`../M00_FINAL_PAIRED_EVIDENCE.md`](../M00_FINAL_PAIRED_EVIDENCE.md)
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# ADR 0002: Separate domain identity namespaces
- Status: Accepted for M01 contract implementation
- Date: 2026-07-13
- Work package: `M01-FND-DOMAIN-IDENTITIES-001`
- Decision owners: M01 foundation/integration owners
## Context
OpenWC must relate authored content, runtime objects, WoW protocol objects and
TrinityCore/AzerothCore rows. All four domains can expose an integer or string,
but their identity lifetimes and collision rules are different. A raw `int`, a
generic `id` field or one universal ID class would allow an entity sequence to
be persisted as content identity, a database entry to be sent as a wire GUID,
or equal entry numbers from different tables to collide.
The Content Project requires stable references before server entries are
allocated. Runtime entities require cheap session-local identity even when no
server object exists. WoW 3.3.5a GUIDs carry opaque 64 wire bits whose semantic
decomposition must be established by protocol fixtures. Server templates use
numeric entries scoped by an adapter/table namespace.
## Decision
### ContentId
`ContentId` stores canonical lowercase UUID text in the `8-4-4-4-12` shape.
It is the only identity in this decision intended for stable authored-content
references and serialization. Construction normalizes whitespace and letter
case; `is_valid()` reports malformed input without crashing an import.
The value validates text shape, not UUID version or variant bits. A future
Content Project allocator chooses the UUID generation policy and owns duplicate
detection. Every persisted schema that contains a `ContentId` still declares
its own schema version and field migration.
### EntityId
`EntityId` stores a positive integer allocated by one runtime session owner.
It is valid only inside that session and must not be persisted as content,
protocol or server identity. Sequence reuse policy belongs to the future entity
registry, not the value object.
### WowGuid
`WowGuid` stores opaque `high_32_bits` and `low_32_bits` integers. Each word is
validated against `0..0xffffffff`, preserving every unsigned wire bit without
combining it into GDScript's signed 64-bit integer. The all-zero value remains
an observable protocol sentinel and receives no gameplay interpretation here.
High-type masks, packed-GUID codecs and object-kind extraction are explicitly
deferred to the build-12340 protocol package and require packet fixtures.
### ServerEntryId
`ServerEntryId` stores a positive numeric entry together with a normalized,
non-empty adapter/table namespace. Equal numbers in different namespaces are
different identities. Mapping a server entry to a `ContentId` is explicit
adapter/snapshot data; neither value derives the other.
### Equality and keys
The types expose domain-named `equals` methods because `RefCounted` `==`
compares object references. Stable keys are available only where their lifetime
allows them: `ContentId.to_key()`, `WowGuid.to_hex_string()` and
`ServerEntryId.to_key()`. `EntityId` exposes only `to_debug_key()` to discourage
persistence.
## Alternatives considered
### One generic `Id<T>` abstraction
Rejected because GDScript has no compile-time generic type distinction and the
shared API would obscure different validation, lifetime and persistence rules.
### Use strings everywhere
Rejected because prefixes are a convention rather than a type boundary and
would still permit accidental cross-layer assignment.
### Store WowGuid in one integer
Rejected because unsigned 64-bit GUIDs can exceed GDScript's positive signed
integer range. Split words preserve the wire representation losslessly.
### Use server entries as ContentId
Rejected because entries are allocated by a particular backend/table, can
collide between namespaces and do not exist while authoring offline content.
### Generate UUIDs inside ContentId
Rejected because randomness/allocation is a side effect requiring duplicate,
fixture and deterministic-build policy. This value object only normalizes and
validates an allocator-provided value.
## Consequences
- Cross-layer contracts must name the identity type they accept.
- Content references remain stable before and after server deployment.
- Runtime entity registries need explicit mappings to wire GUIDs/content IDs.
- Server adapters must supply a namespace and maintain entry-to-content maps.
- Malformed external values remain representable long enough for adapters to
produce diagnostics, but consumers must call the relevant validation method.
- Additional typed IDs such as map, spell, item and quest remain separate
follow-up contracts rather than aliases of these four values.
## Verification
- UUID normalization, shape validation and value equality are fixture-tested.
- Zero/positive session sequences establish `EntityId` validity boundaries.
- Maximum unsigned GUID words round-trip to exactly sixteen hexadecimal digits;
overflow is rejected and zero remains detectable.
- Equal server entry numbers in creature/gameobject namespaces do not compare equal.
- Dependency search verifies that identity values do not inherit Node/Resource
or expose `Vector3`.
## References
- [RFC 9562: Universally Unique IDentifiers](https://www.rfc-editor.org/rfc/rfc9562.html)
- [`../ARCHITECTURE.md`](../ARCHITECTURE.md)
- [`../../targets/roadmap/01-foundation-and-data.md`](../../targets/roadmap/01-foundation-and-data.md)
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# OpenWC Module Documentation
Модульные спецификации создаются по [`TEMPLATE.md`](TEMPLATE.md) и правилам [`../DOCUMENTATION_STANDARD.md`](../DOCUMENTATION_STANDARD.md).
## Registry
| Module | Current status | Primary specification |
|---|---|---|
| Foundation/data | Planned/Partial | [`../../targets/roadmap/01-foundation-and-data.md`](../../targets/roadmap/01-foundation-and-data.md) |
| Coordinate mapping | Implemented | [`coordinate-mapping.md`](coordinate-mapping.md) |
| Domain identities | Implemented contract | [`domain-identities.md`](domain-identities.md) |
| Player input | Partial | [`player-input.md`](player-input.md) |
| Local player movement | Implemented | [`local-player-movement.md`](local-player-movement.md) |
| Renderer | Partial | [`world-renderer.md`](world-renderer.md), [`../../RENDER.md`](../../RENDER.md) |
| Network/session | Planned | [`../../targets/roadmap/03-network-and-session.md`](../../targets/roadmap/03-network-and-session.md) |
| Gameplay | Prototype/Planned | [`../../targets/roadmap/04-gameplay-systems.md`](../../targets/roadmap/04-gameplay-systems.md) |
| UI/Lua/audio | Prototype/Planned | [`../../targets/roadmap/05-ui-lua-audio.md`](../../targets/roadmap/05-ui-lua-audio.md) |
| Editor/content tools | Prototype/Planned | [`../../targets/roadmap/06-editor-and-content-tools.md`](../../targets/roadmap/06-editor-and-content-tools.md) |
| Server adapters | Planned | [`../../targets/roadmap/07-server-emulator-integration.md`](../../targets/roadmap/07-server-emulator-integration.md) |
| Quality/release | Partial | [`../../targets/roadmap/08-quality-and-release.md`](../../targets/roadmap/08-quality-and-release.md) |
Roadmap-файл описывает полную целевую программу. При начале реализации самостоятельной подсистемы создаётся отдельный module spec, показывающий фактический статус и текущий data flow.
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# <Module Name>
## Metadata
| Field | Value |
|---|---|
| Status | Planned / Prototype / Partial / Implemented / Verified / Deprecated |
| Target/work package | |
| Owners | |
| Last verified | `<commit>, YYYY-MM-DD` |
| Profiles/capabilities | |
## Purpose
## Non-goals
## Context and boundaries
```mermaid
flowchart LR
Input[Input contract] --> Module[Module]
Module --> Output[Output contract]
```
Allowed dependencies:
-
Forbidden dependencies:
-
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
Side effects:
-
## Data flow
```mermaid
flowchart LR
Source --> Transform --> Result
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Created
Created --> Ready
Ready --> Stopped
Stopped --> [*]
```
## Main sequence
```mermaid
sequenceDiagram
participant A as Producer
participant M as Module
participant B as Consumer
A->>M: Input
M-->>B: Output
```
## Ownership, threading and resources
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
## Persistence, cache and migration
## Diagnostics and observability
- Logs:
- Metrics:
- Debug views:
- Correlation IDs:
## Verification
- Unit/contract tests:
- Integration/E2E:
- Fidelity evidence:
- Performance budgets:
- Manual diagnostics:
## Extension points
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
## Known gaps and risks
## Source map
| Path | Responsibility |
|---|---|
## Related decisions and references
- ADR:
- Upstream/reference:
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# Coordinate Mapping
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | `M01-FND-COORDS-001`, `M01-FND-COORD-TILE-AXIS-002`, `M01-QAR-COORD-FIXTURES-001`, `M01-FND-COORD-BOUNDARY-GATE-001`, `M01-QAR-SERVER-SPAWN-RENDERER-001` |
| Owners | Foundation/domain |
| Last verified | Worktree `work/sindo-main-codex/m01-server-spawn-renderer`, 2026-07-13 |
| Profiles/capabilities | All profiles; contract version 2 |
## Purpose
Provide scene-free value objects and one pure `CoordinateMapper` for positions,
ADT grid ownership and world-facing yaw. The module makes every source space
explicit before renderer, network, gameplay and authoring consumers migrate.
## Non-goals
- Reading ADT, packet, SQL or scene data.
- Constructing `Vector3`, `Transform3D`, Node or Resource values.
- Correcting M2/WMO local axes or MDDF/MODF Euler rotations.
- Selecting maps, validating terrain height or owning streaming focus.
- Persisting coordinate values in this work package.
## Context and boundaries
```mermaid
flowchart LR
Server[Server / movement X,Y,Z] --> ServerPosition[ServerWorldPosition]
ADT[MDDF/MODF X,height,Z] --> AdtPosition[AdtPlacementPosition]
ServerPosition --> Mapper[CoordinateMapper]
AdtPosition --> Mapper
Mapper --> Canonical[CanonicalWowWorldPosition]
Canonical --> Tile[AdtTileCoordinate + AdtTileLocalPosition]
Canonical --> GodotPosition[GodotWorldPosition]
GodotPosition --> Adapter[Future scene/render adapter]
Adapter --> Vector[Vector3 at boundary]
Scene[Node / Camera3D / scene lookup] -. forbidden .-> Mapper
```
Allowed dependencies:
- GDScript scalar math and `RefCounted` lifetime;
- other value objects in `src/domain/coordinates`;
- callers in network, gameplay, render and server-data adapters.
Forbidden dependencies:
- `Node`, `Resource`, SceneTree, Camera3D and global scene lookup;
- packet buffers, SQL rows, asset parsers and renderer state;
- `Vector3` as a public mapper input or output;
- model-specific placement corrections.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `CanonicalWowWorldPosition` | Immutable value | Client/server X/Y/Z in yards | Any thread; caller-owned reference | No bounds validation |
| `ServerWorldPosition` | Immutable value | Server/wire X/Y/Z in yards | Any thread; caller-owned reference | No adapter validation |
| `AdtPlacementPosition` | Immutable value | MDDF/MODF X/height/Z fields | Any thread; caller-owned reference | No file validation |
| `GodotWorldPosition` | Immutable value | Godot east/up/south scalars | Any thread; caller-owned reference | Does not create `Vector3` |
| `AdtTileCoordinate` | Immutable value | `Map_tileX_tileY.adt` indices | Any thread; caller-owned reference | `is_within_map_grid()` reports invalid indices |
| `AdtTileLocalPosition` | Immutable value | East/height/south offsets from tile north-west corner | Any thread; caller-owned reference | Values are intentionally unclamped |
| `AdtChunkCoordinate` | Immutable value | MCNK X-east/Y-south indices inside one tile | Any thread; caller-owned reference | `is_within_map_grid()` reports invalid indices |
| `CanonicalWowWorldYaw` | Immutable value | Canonical world yaw in radians | Any thread; caller-owned reference | Constructor does not normalize |
| `ServerWorldYaw` | Immutable value | Movement orientation in radians | Any thread; caller-owned reference | Constructor does not normalize |
| `GodotWorldYaw` | Immutable value | Godot Y-axis world yaw in radians | Any thread; caller-owned reference | Constructor does not normalize |
| `CoordinateMapper.server_to_canonical` / inverse | Pure static methods | Preserve server X/Y/Z as canonical | Synchronous; new result value | Null input is a caller contract violation |
| `CoordinateMapper.canonical_to_godot` / inverse | Pure static methods | Apply Y-up renderer basis and map offset | Synchronous; new result value | Non-finite scalars propagate |
| `CoordinateMapper.godot_to_adt_tile` | Pure static method | Resolve filename indices from typed renderer position | Synchronous; new result value | Result remains unclamped |
| `CoordinateMapper.godot_to_adt_tile_local` | Pure static method | Resolve east/height/south offsets from typed renderer position | Synchronous; new result value | Caller validates ownership/range |
| `CoordinateMapper.adt_tile_local_to_godot` | Pure static method | Compose typed renderer position from tile/local values | Synchronous; new result value | Non-finite scalars propagate |
| `CoordinateMapper.canonical_to_adt_placement` / inverse | Pure static methods | Convert ADT placement field basis | Synchronous; new result value | Non-finite scalars propagate |
| `CoordinateMapper.canonical_to_adt_tile` | Pure static method | Compute unclamped filename indices | Synchronous; new result value | Out-of-map result remains invalid |
| `CoordinateMapper.canonical_to_adt_tile_local` / inverse | Pure static methods | Split/reconstruct tile-local position | Synchronous; new result value | Caller validates tile ownership |
| `CoordinateMapper.adt_tile_local_to_chunk` | Pure static method | Compute unclamped MCNK indices | Synchronous; new result value | Boundary/out-of-range remains diagnosable |
| World-yaw mapper methods | Pure static methods | Normalize and cross the world-basis boundary | Synchronous; new result value | Non-finite input is unsupported |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `ServerWorldPosition`, `ServerWorldYaw` | Future protocol/server adapter | `CoordinateMapper` | Immutable caller value | Any thread, call duration |
| Input | `AdtPlacementPosition` | Future ADT adapter | `CoordinateMapper` | Immutable caller value | Any thread, call duration |
| Input | `CanonicalWowWorldPosition`, `CanonicalWowWorldYaw` | Gameplay/content/domain | `CoordinateMapper` | Immutable caller value | Any thread, call duration |
| Output | `CanonicalWowWorldPosition` | `CoordinateMapper` | Gameplay/content/adapters | New immutable value | Caller-owned reference |
| Output | `AdtTileCoordinate`, `AdtTileLocalPosition`, `AdtChunkCoordinate` | `CoordinateMapper` | Streaming/content adapters | New immutable values | Caller-owned references |
| Output | `GodotWorldPosition`, `GodotWorldYaw` | `CoordinateMapper` | Future render/scene adapter | New immutable values | Caller-owned references |
| Test input | `coordinate_golden_points.json` schema 1 | Pinned public server row plus private numeric observations | Headless fixture verifier | Versioned repository fixture | Test-process lifetime |
Side effects:
- none;
- no scene mutation, file/cache write, network send, database access or logging.
## Data flow
```mermaid
flowchart LR
ServerFixture[Pinned AzerothCore spawn] --> FixtureVerifier[Golden fixture verifier]
RawADTFixture[Raw ADT numeric metadata] --> FixtureVerifier
ClientFixture[Build 12340 observations] --> FixtureVerifier
FixtureVerifier --> Mapper
ServerFixture --> SpawnManifest[Server spawn render manifest]
SpawnManifest --> SpawnVerifier[Renderer checkpoint verifier]
SpawnVerifier --> Capture[Live renderer capture]
Capture --> Marker[Diagnostic marker at mapped spawn]
Server[ServerWorldPosition X,Y,Z] -->|identity components| Canonical[CanonicalWowWorldPosition]
ADT[AdtPlacementPosition X,height,Z] -->|half extent - horizontal| Canonical
Canonical -->|tileX from Y; tileY from X| Tile[AdtTileCoordinate]
Canonical -->|north-west edge offsets| Local[AdtTileLocalPosition]
Local -->|floor offset / chunk size| Chunk[AdtChunkCoordinate]
Canonical -->|half extent - Y; Z; half extent - X| Godot[GodotWorldPosition]
Godot -->|typed direct adapter| Tile
Godot -->|typed direct adapter| Local
Tile -->|tile plus local| Godot
ServerYaw[ServerWorldYaw] -->|normalize only| CanonicalYaw[CanonicalWowWorldYaw]
CanonicalYaw -->|same numeric world angle| GodotYaw[GodotWorldYaw]
```
## Lifecycle/state
The module is stateless. Each call reads immutable scalar inputs and returns a
new value object. There is no initialization, shutdown, cancellation or retry
state machine.
## Main sequence
No cross-layer asynchronous sequence occurs inside this module. Producers parse
or validate their external format first, call the mapper synchronously, and
then pass only typed results across the next boundary.
## Ownership, threading and resources
- Value objects own only scalar fields and, for chunks, one immutable tile reference.
- Callers own returned `RefCounted` references.
- Methods do not mutate inputs or shared state and are safe for worker use.
- No Node, RID, file, socket, database or cache resource is acquired.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Tile/chunk outside standard grid | `is_within_map_grid()` | Unclamped indices are preserved | Caller reports source and map context | Reject or apply explicit map policy |
| Tile-local value outside half-open tile | Consumer boundary validation | Value is preserved | Caller reports source coordinate | Recompute ownership or reject malformed input |
| Null value object | Static typing/call failure | Programming contract violation | GDScript error with call site | Fix producer; no fallback value |
| NaN/infinite scalar | Adapter validation | Arithmetic propagates invalid value | Adapter must report source field | Reject malformed external input |
There is no cancellation because every conversion is constant-time scalar math.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Contract version | 2 | All | No | Corrected filename/chunk axes in ADR 0001 |
| Godot units per WoW yard | 1 | `Blizzlike335` and current tools | No | Preserves current renderer scale |
| ADT grid | 64 tiles/axis, 16 chunks/tile | WotLK 3.3.5a | No | Defines index and boundary math |
## Persistence, cache and migration
Production code adds no persisted format, cache or migration. Test schema 1 in
`coordinate_golden_points.json` persists explicit source provenance, coordinate
contract version 2, tolerances, source-space values and expected outputs. It
contains no proprietary bytes, database dump or original-client image. Existing
dictionaries, native `Vector3` payloads and renderer conversion helpers remain compatible.
Consumer migration is ordered after this contract and must remove old manual
conversions only after its producer/consumer tests pass.
Any future serialized coordinate must store a schema version and explicit space;
raw three-number arrays are not an accepted new persistence contract.
## Diagnostics and observability
- Logs: none in production mapper.
- Metrics: none; conversion cost is constant and outside frame-budget concern.
- Debug views: headless contract probe prints one PASS summary.
- Correlation IDs: supplied by external adapters if an invalid source is reported.
## Verification
- Unit/contract tests: `src/tools/verify_coordinate_mapper.gd`.
- Cross-source golden test: `src/tools/verify_coordinate_golden_fixtures.gd`.
- Boundary enforcement: `src/tools/verify_coordinate_conversion_boundaries.gd`.
- Server-spawn renderer contract: `src/tools/verify_server_spawn_renderer.gd`
validates the dedicated manifest against the same pinned fixture before GUI capture.
- Integration/E2E: sky, player, streamer and terrain probe use mapper boundaries;
`StreamingFocus` provides typed renderer focus, and the pinned AzerothCore
Human Warrior spawn is captured in the Eastern Kingdoms renderer at ADT
`(32,48)`, chunk `(3,12)`.
- Fidelity evidence: five build-12340 camera positions from the M00 manifest map
within `0.002` yard; a pinned AzerothCore human-warrior spawn and one raw MCNK
header observation independently confirm tile `(32,48)` and chunk `(3,12)`;
independent reference formulas are recorded in ADR 0001.
- Performance budgets: constant-time arithmetic; no scene or file access.
- Manual diagnostics: not required for the pure contract; renderer checkpoints
are required when consumers migrate.
## Extension points
- Add typed map IDs around positions without changing axis semantics.
- Add a format-specific placement-orientation adapter with its own fixtures.
- Add serialization only with explicit space/version fields and migrations.
- Add consumer adapters that construct engine-native vectors at their boundary.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Canonical/server/Godot position mapping | Implemented | Headless round-trip, five M00 golden points and migrated GDScript consumers | Network/server adapters remain future consumers |
| ADT placement mapping | Implemented | Synthetic/direct round-trip fixtures | Compare native parsed placements during migration |
| ADT tile/local/chunk ownership | Implemented | Center/extent boundaries, raw `Azeroth_31_49.adt` evidence and direct Godot adapter round-trip | Native parser remains explicit boundary |
| World-facing yaw mapping | Implemented | Cardinal/wrap round-trip fixtures | Placement Euler remains separate |
| Scene-free production contract | Implemented | Source boundary, headless tests and repository-wide conversion gate | Maintain gate with new consumers |
| Cross-source coordinate fixture | Implemented | Pinned AzerothCore spawn, raw ADT MCNK metadata and five build-12340 points pass one headless verifier | Add live adapter/renderer integration |
| TrinityCore populated spawn equivalence | Not verified | The base development schema has no pinned populated row used by this fixture | Pin and verify a TDB snapshot before claiming parity |
| Visual/server-spawn integration | Implemented | Dedicated manifest/verifier plus cold/warm GUI capture of the mapped AzerothCore spawn | This is coordinate/renderer integration evidence, not original-client visual parity |
## Known gaps and risks
- Native ADT/WDT parsing retains one shared boundary formula because worker
parsers cannot call GDScript; the gate prevents additional definitions.
- Contract version 1 briefly transposed ADT filename/chunk axes; version 2 fixes
the defect before any consumer migration.
- MDDF/MODF rotation comments and implementations disagree across existing paths;
this package deliberately does not generalize them into world yaw.
- Finite-number validation belongs to external format adapters and is not yet implemented.
- Arithmetic agreement does not prove terrain, placement, camera direction or visual parity.
- The golden server row is verified against pinned AzerothCore data only; no
TrinityCore equivalence claim is made without a pinned populated TDB snapshot.
## Source map
| Path | Responsibility |
|---|---|
| `src/domain/coordinates/coordinate_mapper.gd` | Constants and all coordinate-axis conversions |
| `src/domain/coordinates/*_position.gd` | Immutable typed position values |
| `src/domain/coordinates/adt_tile_coordinate.gd` | ADT filename tile indices and bounds |
| `src/domain/coordinates/adt_chunk_coordinate.gd` | MCNK indices and bounds |
| `src/domain/coordinates/*_yaw.gd` | Immutable typed world-facing yaw values |
| `src/tools/verify_coordinate_mapper.gd` | Headless fixtures and boundary regressions |
| `src/tests/fixtures/coordinate_golden_points.json` | Versioned cross-source values, provenance and tolerances |
| `src/tools/verify_coordinate_golden_fixtures.gd` | Cross-source fixture schema and mapper validation |
| `src/tools/verify_coordinate_conversion_boundaries.gd` | Repository-wide manual conversion and required-consumer gate |
| `src/tools/server_spawn_render_manifest.json` | Pinned server-spawn camera, player, marker and expected ADT ownership |
| `src/tools/verify_server_spawn_renderer.gd` | Fixture-to-renderer manifest contract verifier |
| `docs/adr/0001-canonical-world-coordinates.md` | Normative axes, units, boundaries and rollout decision |
## Related decisions and references
- ADR: [`../adr/0001-canonical-world-coordinates.md`](../adr/0001-canonical-world-coordinates.md)
- M00 evidence: [`../M00_FINAL_PAIRED_EVIDENCE.md`](../M00_FINAL_PAIRED_EVIDENCE.md)
- Architecture: [`../ARCHITECTURE.md`](../ARCHITECTURE.md)
- Testing rules: [`../TESTING.md`](../TESTING.md)
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# Domain Identities
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | `M01-FND-DOMAIN-IDENTITIES-001` |
| Owners | Foundation/domain |
| Last verified | Worktree `work/sindo-main-codex/m01-domain-identities`, 2026-07-13 |
| Profiles/capabilities | All profiles; identity contract version 1 |
## Purpose
Provide non-interchangeable, scene-free identity values for authored content,
runtime entities, WoW wire objects and namespaced server entries. Each value
states its lifetime and serialization rules instead of exposing a generic `id`.
## Non-goals
- Allocating, reserving or globally registering IDs.
- Parsing packet bytes or server database rows.
- Mapping GUID high types or server entries to gameplay object kinds.
- Defining Content Project, snapshot or replay schemas.
- Replacing future typed map/spell/item/quest/display/sound IDs.
## Context and boundaries
```mermaid
flowchart LR
Authoring[Content Project allocator] --> ContentId[ContentId]
Session[Entity registry] --> EntityId[EntityId]
Wire[Build 12340 packet adapter] --> WowGuid[WowGuid]
Server[Core snapshot adapter] --> ServerEntry[ServerEntryId]
ContentId --> Mapping[Explicit identity mapping records]
EntityId --> Mapping
WowGuid --> Mapping
ServerEntry --> Mapping
Mapping --> Consumers[Gameplay / network / authoring consumers]
Raw[Raw int or string] -. forbidden across boundary .-> Consumers
```
Allowed dependencies:
- GDScript scalar/string operations and `RefCounted` lifetime;
- callers in content, gameplay, network and server adapter layers.
Forbidden dependencies:
- Node, Resource, SceneTree, renderer and UI state;
- packet buffers, SQL connections or database table implementations;
- implicit conversion between identity namespaces;
- random/global allocation inside the value objects.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `ContentId` | Immutable value | Stable authored identity as canonical lowercase UUID text | Any thread; persisted content lifetime | `is_valid()` reports malformed shape |
| `ContentId.equals` | Pure method | Value equality across references | Call duration | Null compares false |
| `ContentId.to_key` | Pure method | Canonical serialization/dictionary key | Stable across schema lifetime | Caller must validate first |
| `EntityId` | Immutable value | Positive session-local runtime sequence | One runtime session | `is_valid()` rejects zero/negative |
| `EntityId.equals` | Pure method | Equality within an explicitly shared session | Call duration | Cross-session comparison is a caller error |
| `EntityId.to_debug_key` | Pure method | Non-persistent diagnostic label | Session/log lifetime | Must not be serialized as content |
| `WowGuid` | Immutable value | Opaque unsigned high/low wire words | Packet/replay/entity mapping lifetime | `has_valid_word_ranges()` reports overflow |
| `WowGuid.is_empty` | Pure method | Detect all-zero wire sentinel | Call duration | Does not assign semantic meaning |
| `WowGuid.to_hex_string` | Pure method | Sixteen-digit diagnostic/replay key | Wire/replay lifetime | Caller validates ranges first |
| `ServerEntryId` | Immutable value | Adapter/table namespace plus positive entry | Snapshot/deployment mapping lifetime | `is_valid()` rejects missing namespace/non-positive entry |
| `ServerEntryId.to_key` | Pure method | Namespaced mapping key | Snapshot/schema lifetime | Caller validates first |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | UUID text | Future Content Project allocator/parser | `ContentId` | Copied normalized string | Build/content lifetime |
| Input | Session sequence | Future entity registry | `EntityId` | Copied integer | One runtime session |
| Input | Two unsigned 32-bit words | Future build-12340 packet codec | `WowGuid` | Copied integers | Packet/replay/entity lifetime |
| Input | Namespace and numeric entry | Future core snapshot adapter | `ServerEntryId` | Copied normalized string/integer | Snapshot/deployment lifetime |
| Output | Validation/equality/key results | Identity values | Adapters/registries/schemas | Returned scalar/string | Call duration |
Side effects:
- none;
- no allocation registry, random generation, file/cache write, packet read,
database query, scene mutation or logging.
## Data flow
```mermaid
flowchart TD
ContentSource[Authored document] -->|UUID text| ContentId
ServerRow[Backend table row] -->|adapter + table + entry| ServerEntryId
Packet[World packet] -->|high/low wire words| WowGuid
Registry[Session entity allocator] -->|positive sequence| EntityId
ServerEntryId --> DeployMap[Explicit deployment mapping]
ContentId --> DeployMap
WowGuid --> RuntimeMap[Explicit runtime mapping]
EntityId --> RuntimeMap
DeployMap --> Snapshot[Versioned snapshot/change set]
RuntimeMap --> WorldState[Session world state]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
state ContentIdentity {
[*] --> Parsed
Parsed --> Persisted: valid ContentId
Persisted --> Referenced
}
state RuntimeIdentity {
[*] --> Allocated
Allocated --> Active
Active --> Released: session owner removes entity
Released --> [*]
}
state ExternalIdentity {
[*] --> Observed
Observed --> Mapped: WowGuid or ServerEntryId
Mapped --> Stale: disconnect or snapshot replacement
Stale --> [*]
}
```
The values themselves are stateless and immutable. Allocation, release,
mapping and stale-state ownership belong to future registries/adapters.
## Main sequence
Identity construction and validation are synchronous. An external adapter reads
its format, constructs the matching value, validates it, then publishes an
explicit mapping or typed domain event. No value object performs I/O or retries.
## Ownership, threading and resources
- Values own only copied strings/integers and are caller-owned `RefCounted` references.
- Public methods do not mutate values or shared state and are worker-safe.
- Content/session/wire/server mapping records are owned by their future layer,
not by these values.
- No Node, RID, file, socket, database, lock or cache resource is acquired.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Malformed ContentId | `is_valid()` | Invalid value remains inspectable | Source field/path supplied by parser | Regenerate or repair authored ID |
| Invalid EntityId sequence | `is_valid()` | Registry must reject publication | Session/correlation context | Fix allocator/session mapping |
| GUID word overflow | `has_valid_word_ranges()` | Codec must reject packet/replay value | Packet offset/opcode context | Reject malformed input; do not truncate |
| Empty GUID | `is_empty()` | Preserved as protocol sentinel | Adapter decides whether field permits empty | Apply opcode/field-specific rule |
| Missing server namespace/entry | `is_valid()` | Snapshot adapter rejects mapping | Backend/table/row context | Correct adapter schema mapping |
| Unknown/stale mapping | Registry/snapshot lookup | No implicit numeric fallback | Typed IDs in diagnostic | Refresh snapshot/session or reject event |
There is no cancellation inside constant-time value operations.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Identity contract version | 1 | All | No | Four separate namespaces and validation rules |
| ContentId text form | Lowercase `8-4-4-4-12` UUID | Authoring/runtime/tools | No | Stable persisted key |
| GUID decomposition | Opaque two-word storage | `wotlk_335a_build_12340` | No | Prevents unverified high-type assumptions |
## Persistence, cache and migration
- `ContentId.uuid_text` is the only stable persisted identity introduced here.
- Containing schemas must store their own schema version and duplicate/reference policy.
- `EntityId` must never be persisted across sessions.
- `WowGuid` may appear in versioned packet replays as explicit high/low words or
the exact sixteen-digit hex form; a replay schema owns that choice.
- `ServerEntryId` may appear in snapshots only with both namespace and entry.
- This package is additive and migrates no existing data or cache.
## Diagnostics and observability
- Stable diagnostics use `ContentId.to_key`, `WowGuid.to_hex_string` and
`ServerEntryId.to_key`.
- Runtime diagnostics may use `EntityId.to_debug_key` with a session correlation ID.
- Production metrics/logging belong to registries and adapters; values emit none.
## Verification
- Contract test: `src/tools/verify_domain_identities.gd`.
- Fixtures cover UUID normalization/malformed shape, positive/zero session IDs,
maximum/overflow GUID words, zero GUID and cross-table server entry collisions.
- Dependency gate confirms no Node/Resource/Vector3 exposure.
- Fidelity boundary: GUID bit meaning remains unclaimed until build-12340 packet fixtures.
- Performance: constant-time integer checks and a bounded 36-character UUID scan.
## Extension points
- Content Project allocator and duplicate/reference validation.
- Session-owned entity registry and explicit `WowGuid ↔ EntityId` mappings.
- Backend capability adapters that define server entry namespaces.
- Separate typed map/spell/item/quest/display/sound values.
- Fixture-backed build-12340 GUID high-type decoding in the protocol layer.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Stable authored ContentId | Implemented contract | UUID normalization/validation fixtures | Allocator and schema arrive with Content Project |
| Session-local EntityId | Implemented contract | Positive/zero/equality fixtures | Registry lifecycle arrives with gameplay world state |
| Lossless opaque WowGuid | Implemented contract | Full unsigned words and hex fixture | Packet codec/high-type semantics need build-12340 fixtures |
| Namespaced ServerEntryId | Implemented contract | Cross-table collision fixture | Backend namespace capability mapping arrives with server adapters |
| Cross-namespace mappings | Planned | Architecture/ADR boundary | Implement only in owning registries/adapters |
## Known gaps and risks
- No allocator or duplicate registry exists yet.
- GDScript `==` compares references; consumers must use domain `equals` methods
or canonical keys until a registry owns keying.
- UUID shape validation deliberately does not enforce generation version/variant.
- Server namespace vocabulary is adapter-owned and not yet centrally catalogued.
- GUID high-type/object-kind semantics remain unverified rather than guessed.
## Source map
| Path | Responsibility |
|---|---|
| `src/domain/identity/content_id.gd` | Stable canonical UUID content identity |
| `src/domain/identity/entity_id.gd` | Session-local runtime identity |
| `src/domain/identity/wow_guid.gd` | Opaque unsigned WoW wire identity |
| `src/domain/identity/server_entry_id.gd` | Namespaced backend entry identity |
| `src/tools/verify_domain_identities.gd` | Headless value/boundary regression |
| `docs/adr/0002-domain-identity-namespaces.md` | Normative namespace/lifetime decision |
## Related decisions and references
- ADR: [`../adr/0002-domain-identity-namespaces.md`](../adr/0002-domain-identity-namespaces.md)
- Architecture: [`../ARCHITECTURE.md`](../ARCHITECTURE.md)
- Foundation plan: [`../../targets/roadmap/01-foundation-and-data.md`](../../targets/roadmap/01-foundation-and-data.md)
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# Local Player Movement
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | M02 / M02-GMP-MOVEMENT-001 |
| Owners | Gameplay local movement state; scene composition owns the instance |
| Last verified | `435e1c9`, 2026-07-14 |
| Profiles/capabilities | Current render sandbox; production/debug profile gate pending |
## Purpose
Own current local velocity, acceleration and sandbox flight state independently
of the player scene. Convert an immutable `MoveIntent` plus an explicit
Godot-world movement basis into deterministic per-tick displacement without
querying terrain, cameras, input devices or visual assets.
## Non-goals
- Apply world transforms or own a `CharacterBody3D`.
- Query terrain height, collision, water or slopes.
- Implement jump, fall, swim, server prediction or reconciliation.
- Select the player basis versus camera-pivot basis; the scene adapter owns that decision.
- Claim build-12340 movement fidelity from sandbox regression alone.
## Context and boundaries
```mermaid
flowchart LR
Input[MoveIntent] --> Movement[LocalPlayerMovementController]
Basis[Explicit local movement Basis] --> Movement
Delta[Physics delta seconds] --> Movement
Movement --> Displacement[Godot-world displacement]
Movement --> Velocity[Read-only velocity state]
Scene[ThirdPersonWowController] --> Basis
Displacement --> Scene
Scene --> Transform[Player world transform]
Scene --> Terrain[Ground snap adapter]
Velocity --> Presentation[Visual facing and animation adapter]
```
Allowed dependencies:
- `MoveIntent` from the gameplay input boundary.
- Godot value types `Basis` and `Vector3` for renderer world-space direction math.
- Main-thread scene adapter for basis selection and displacement application.
Forbidden dependencies:
- `Node`, `Resource`, `Input`, `Camera3D`, `ADTLoader` or scene lookup.
- World-coordinate conversion or manual ADT/tile formulas.
- Character assets, animation players, materials, packets or server state.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `LocalPlayerMovementController.new(...)` | Constructor | Sets explicit speeds, acceleration and sandbox sprint multiplier | Created by composition root; retained for player scene lifetime | Caller owns configuration validation |
| `godot_world_velocity_units_per_second` | Read-only state | Current Godot-world velocity after the last update | Stable until next mutation on owning thread | None |
| `is_flight_enabled` | Read-only state | Current sandbox free-flight mode | Stable until toggle | None |
| `toggle_sandbox_flight()` | Command | Toggles flight and clears velocity | Owning physics/input thread | Returns new flight state |
| `advance(move_intent, godot_world_movement_basis, delta_seconds)` | Stateful update | Accelerates toward requested velocity and returns displacement for the tick | Owning physics thread; one call per tick | Negative delta is treated as zero |
Constructor units:
| Parameter | Unit/meaning |
|---|---|
| `run_speed_units_per_second` | Forward Godot units per second |
| `backward_speed_units_per_second` | Backward Godot units per second |
| `strafe_speed_units_per_second` | Lateral Godot units per second |
| `flight_vertical_speed_units_per_second` | Sandbox vertical Godot units per second |
| `acceleration_units_per_second_squared` | Velocity change per second |
| `sandbox_sprint_multiplier` | Dimensionless debug multiplier |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `MoveIntent` | `PlayerInputSource` | Movement controller | Immutable caller-held value | One physics tick |
| Input | Godot-world `Basis` | Player scene adapter | Movement controller | Value copy | One physics tick |
| Input | Delta seconds | Godot physics loop | Movement controller | Scalar value | One physics tick |
| Input | Flight toggle command | Remappable sandbox action via scene adapter | Movement controller | Synchronous command | Input event dispatch |
| Output | Displacement `Vector3` | Movement controller | Player scene adapter | Value copy | Applied in same tick |
| Output | Velocity `Vector3` | Movement controller | Facing/animation adapter | Read-only value copy | Until next update |
| Output | Flight state | Movement controller | Basis/terrain scene adapter | Read-only boolean | Until next toggle |
Side effects:
- Mutates only controller-owned velocity and flight state.
- Does not mutate scene tree, transforms, resources, filesystem, network or cache.
- The scene adapter remains responsible for transform mutation and ground snap.
## Data flow
```mermaid
flowchart LR
Intent[MoveIntent axes] --> Target[Calculate target velocity]
Basis[Player or camera-pivot Basis] --> Directions[Forward/right directions]
Directions --> Target
Config[Speeds and sprint multiplier] --> Target
Previous[Owned velocity] --> Integrate[move_toward by acceleration × delta]
Target --> Integrate
Integrate --> Current[Updated velocity]
Current --> Step[velocity × delta]
Step --> Displacement[Scene-applied displacement]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> GroundedSandbox
GroundedSandbox --> FlyingSandbox: toggle / clear velocity
FlyingSandbox --> GroundedSandbox: toggle / clear velocity
GroundedSandbox --> GroundedSandbox: advance
FlyingSandbox --> FlyingSandbox: advance
```
The names describe the existing sandbox mode only. They are not authoritative
gameplay movement states and do not imply terrain contact or server permission.
## Main sequence
```mermaid
sequenceDiagram
participant Input as PlayerInputSource
participant Scene as ThirdPersonWowController
participant Move as LocalPlayerMovementController
participant Present as Facing/Animation adapter
Input-->>Scene: MoveIntent
Scene->>Move: advance(intent, selected basis, delta)
Move-->>Scene: displacement
Scene->>Scene: apply global position and ground snap
Scene->>Move: godot_world_velocity_units_per_second
Scene->>Present: horizontal motion
```
## Ownership, threading and resources
- The player scene creates and exclusively owns one movement controller.
- Velocity and flight state have the same lifetime as that controller.
- All mutations currently occur on the main input/physics thread.
- Read-only value returns are copies; consumers cannot mutate owned state.
- No Nodes, Resources, RIDs, files, jobs or worker threads are created.
- The supplied `Basis` is a Godot-world direction basis, not a typed world-position contract or coordinate conversion.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Negative physics delta | `advance` guard | Returns zero displacement; velocity unchanged | Unit regression | Resume with valid non-negative delta |
| Missing scene basis owner | Scene composition defect | Controller cannot be called correctly | Scene/parser error or boundary test | Restore explicit scene dependency |
| Flight toggle during motion | Command path | Velocity clears before next step | State-transition regression | Continue from zero velocity |
| Missing terrain data | Outside module | Scene skips existing ground snap | Existing terrain diagnostics | TerrainQuery extraction will own policy |
There is no asynchronous cancellation, retry or rollback. Recreating the
controller resets velocity and flight state deterministically.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Forward speed | `7.0` units/s | Current sandbox | Fixed for controller lifetime | Target forward velocity |
| Backward speed | `4.5` units/s | Current sandbox | Fixed for controller lifetime | Target backward velocity |
| Strafe speed | `4.5` units/s | Current sandbox | Fixed for controller lifetime | Target lateral velocity |
| Acceleration | `28.0` units/s² | Current sandbox | Fixed for controller lifetime | Acceleration and deceleration |
| Flight vertical speed | `7.0` units/s | Sandbox debug | Fixed for controller lifetime | Vertical free-flight target |
| Sprint multiplier | `6.0` | Sandbox debug | Fixed for controller lifetime | Multiplies planar and vertical targets |
| Camera-relative basis | Selected only while flight is enabled | Sandbox debug | Per tick | Preserves existing pitched flight direction |
## Persistence, cache and migration
Movement state is transient and not serialized. No schema, cache, migration or
saved settings change is introduced. Future reconnect/replay state requires a
separate versioned movement snapshot contract.
## Diagnostics and observability
- Logs: verifier emits `LOCAL_PLAYER_MOVEMENT PASS` or named invariant failures.
- Metrics: none yet; update is constant-time vector math.
- Debug views: current character facing and animation remain observable scene outputs.
- Correlation IDs: not applicable to synchronous local sandbox state.
## Verification
- Unit/contract: `src/tools/verify_local_player_movement.gd` covers forward,
backward, strafe, rotated basis, acceleration, deceleration, sprint, flight,
pitched camera basis, state reset and invalid delta.
- Boundary: verifier rejects Node/Input/Camera/ADT dependencies and movement
integration/state remaining in the player scene.
- Scene integration: `verify_player_input.gd` drives the asset-free player
regression scene through forward motion and immediate flight toggle.
- Fidelity evidence: default values and formulas are regression-locked against
the pre-extraction sandbox. No original-client comparison is claimed.
- Performance budget: constant-time vector math, no per-tick I/O or scene lookup;
`MoveIntent` allocation remains owned by the input package.
## Extension points
- Terrain/collision policy can consume displacement without changing input or velocity ownership.
- A future server-aware predictor may replace this controller behind the scene composition boundary.
- A typed movement snapshot may expose deterministic replay state when M08/M09 require it.
- Sandbox debug capability gating can reject sprint/flight before commands reach this controller.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Scene-free local velocity state | Implemented | Pure controller and source boundary regression | Integrate target checklist after review |
| Existing planar acceleration/speeds | Implemented | Exact numeric unit cases and real scene regression | Compare with build 12340 before fidelity claim |
| Existing camera-relative free flight | Implemented | Pitched-basis and toggle/reset cases | Restrict to sandbox profile |
| Terrain/collision movement policy | Planned | Outside module by design | Extract `TerrainQuery` next |
| Jump/fall/swim | Planned | M02/M09 roadmap | Requires terrain/liquid and server contracts |
| Prediction/reconciliation | Planned | M08/M09 roadmap | Requires movement snapshot/network contract |
## Known gaps and risks
- Numeric defaults preserve the existing sandbox but are not original-client evidence.
- Configuration is captured at scene `_ready`; runtime mutation of exported speed
properties does not reconfigure an existing controller.
- Ground snap remains in the player scene until `TerrainQuery` extraction.
- Sprint and free flight still lack a typed sandbox capability gate.
- The module uses Godot math value types; a future engine-independent gameplay
predictor may require scalar/domain movement contracts.
## Source map
| Path | Responsibility |
|---|---|
| `src/gameplay/movement/local_player_movement_controller.gd` | Owned velocity/flight state and deterministic integration |
| `src/scenes/player/third_person_wow_controller.gd` | Composition, basis selection, displacement/terrain/presentation adapters |
| `src/tools/verify_local_player_movement.gd` | Pure numeric, state-transition and dependency regression |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free integrated player fixture |
| `src/tools/verify_player_input.gd` | Input-to-movement scene regression |
## Related decisions and references
- ADR: none; this follows the existing M02 decomposition boundary.
- Upstream/reference: `targets/02-player-decomposition.md`,
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`.
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# Player Input
## Metadata
| Field | Value |
|---|---|
| Status | Partial |
| Target/work package | M02 / M02-GMP-INPUT-001, M02-GMP-MOVEMENT-001 consumer update |
| Owners | Gameplay input boundary; `sindo-main-codex` for current package |
| Last verified | `435e1c9`, 2026-07-14 |
| Profiles/capabilities | Current render-sandbox defaults; `Blizzlike335` binding semantics not yet verified |
## Purpose
Convert remappable Godot Input Map actions into an immutable, scene-free
`MoveIntent` that can be consumed by the current player controller and a later
independently testable local movement controller.
## Non-goals
- Define authoritative server movement, prediction or reconciliation.
- Own character transform, terrain queries, camera state or animation state.
- Claim that the current W/S/A/D sandbox mapping exactly matches build 12340.
- Make sprint or free flight available to the production compatibility profile;
their profile gate remains a later M02 package.
## Context and boundaries
```mermaid
flowchart LR
Devices[Keyboard and mouse] --> InputMap[Godot Input Map]
InputMap --> Source[PlayerInputSource]
Source --> Intent[MoveIntent]
Intent --> Movement[LocalPlayerMovementController]
Movement --> Controller[ThirdPersonWowController adapter]
Controller --> Camera[Current camera adapter]
```
Allowed dependencies:
- `PlayerInputSource` may read Godot's process-wide `Input` adapter.
- The scene controller may consume `MoveIntent` and camera-specific action names.
- `MoveIntent` may contain scalar axes and request flags only.
Forbidden dependencies:
- `MoveIntent` must not read `Input`, inherit `Node`/`Resource`, or contain world coordinates.
- The input source must not mutate player transforms, camera nodes or animation state.
- Renderer, terrain parsers and network codecs must not read Input Map actions.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `MoveIntent` | Immutable value | Carries normalized forward, strafe and vertical axes plus the sandbox sprint request | Created and consumed on the main physics tick; caller retains reference | Constructor clamps axes; no I/O failure |
| `MoveIntent.has_translation()` | Query | Reports whether any translation axis is non-zero | Any thread while value remains immutable | None |
| `PlayerInputActions` | Constants | Provides stable action names shared by configuration and adapters | Process lifetime | Missing project actions are detected by verification |
| `PlayerInputSource.sample_move_intent()` | Adapter method | Samples configured actions for one physics tick | Main thread; returned intent is independent of adapter lifetime | Missing actions resolve to zero strength and are a configuration defect |
| `PlayerInputSource.compose_move_intent(...)` | Pure factory | Clamps strengths, cancels opposites and normalizes diagonal planar input | Any thread with scalar inputs | None |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Movement action strengths | Godot `InputMap`/`Input` | `PlayerInputSource` | Engine-owned snapshot | Sampled on main physics tick |
| Input | Mouse action events | Godot `_unhandled_input` dispatch | Current scene controller | Engine-owned event | Current input dispatch only |
| Output | `MoveIntent` | `PlayerInputSource` | `LocalPlayerMovementController` through scene composition | Immutable caller-held value | One physics tick |
| Output | Camera action names | `PlayerInputActions` | Current scene controller | Static constants | Process lifetime |
Side effects:
- `PlayerInputSource` has no side effects beyond reading current engine input.
- The existing controller still mutates player/camera transforms and mouse mode;
those responsibilities are intentionally not moved by this package.
- No filesystem, cache, network, database or renderer-resource mutation occurs.
## Data flow
```mermaid
flowchart LR
Project[project.godot action defaults] --> Map[InputMap]
Remap[User or editor remapping] --> Map
Map -->|movement strengths| Source[PlayerInputSource]
Source -->|clamp cancel normalize| Intent[MoveIntent]
Intent --> Consumer[LocalPlayerMovementController]
Consumer --> Adapter[ThirdPersonWowController]
```
## Lifecycle/state
The adapter is stateless. The scene composition root creates one
`PlayerInputSource` and `LocalPlayerMovementController` in `_ready`; each physics
tick produces a new immutable intent. Flight enabled/disabled state is owned by
the movement controller and is not hidden in the input adapter.
## Main sequence
```mermaid
sequenceDiagram
participant Engine as Godot Input
participant Source as PlayerInputSource
participant Intent as MoveIntent
participant Move as LocalPlayerMovementController
participant Player as ThirdPersonWowController adapter
Engine->>Source: movement action strengths
Source->>Intent: compose normalized axes and requests
Source-->>Player: sample_move_intent()
Player->>Move: advance(intent, selected basis, delta)
Move-->>Player: displacement and velocity state
```
## Ownership, threading and resources
- The controller owns the input-source reference for its scene lifetime.
- Each `MoveIntent` is immutable and retained only by its consumer.
- Sampling and controller mutation occur on the main physics thread.
- The module creates no Nodes, Resources, RIDs, workers or background jobs.
- Input Map definitions are project configuration; runtime remapping remains
engine-owned and does not mutate the domain value.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Required action missing | Headless contract verifier | Godot returns zero input for that action | `PLAYER_INPUT` failure naming action | Restore action or user mapping |
| Conflicting opposite actions | Pure composition | Strengths cancel deterministically | Covered by contract test | Release/remap one action |
| Strength outside range | Pure composition | Value clamps to `[0, 1]` before axis calculation | Covered by contract test | Input adapter may be corrected independently |
| Controller disabled/unloaded | Scene lifecycle | Sampling stops with physics processing | Existing scene lifecycle | Re-enable or recreate scene |
There is no asynchronous operation to cancel and no persisted state to roll back.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Forward/backward | Physical W/S | Current render sandbox | Yes, through Input Map | Produces signed forward axis |
| Strafe left/right | Physical A/D | Current render sandbox | Yes | Produces signed right axis |
| Camera rotate | Right mouse button | Current render sandbox | Yes | Captures/releases mouse for orbit |
| Camera zoom | Mouse wheel | Current render sandbox | Yes | Adjusts current camera distance |
| Debug sprint | Shift | Sandbox debug only by intent; profile gate pending | Yes | Requests existing speed multiplier |
| Debug flight up/down/toggle | E/Q/Space | Sandbox debug only by intent; profile gate pending | Yes | Requests existing free-flight controls |
## Persistence, cache and migration
The action names are additive project configuration. No saved binding schema,
cache or migration exists yet. Renaming an action is a contract change and must
provide a settings migration once user settings are persisted.
## Diagnostics and observability
- Logs: dedicated verifier emits `PLAYER_INPUT PASS` or one failure per invariant.
- Metrics: none; sampling cost is one small value allocation per physics tick.
- Debug views: none.
- Correlation IDs: not applicable to local synchronous input.
## Verification
- Unit/contract tests: `src/tools/verify_player_input.gd` validates all actions,
default bindings, axis cancellation/clamping/normalization and debug request flags.
- Integration/E2E: `src/tests/scenes/player_input_regression.tscn` is loaded by
the verifier, which drives forward, camera-zoom and immediate sandbox-flight
actions through the real scene controller and also rejects direct
physical-key polling.
- Fidelity evidence: current sandbox defaults retain W/S/A/D, E/Q, Shift, Space,
right mouse and wheel bindings. This is observable-regression coverage only.
- Performance budgets: no I/O, jobs or scene lookup per sample; one immutable
intent allocation per physics tick.
- Manual diagnostics: run the Eastern Kingdoms scene and remap one movement
action in Project Settings before checking movement.
## Extension points
- A gamepad/accessibility adapter may call `compose_move_intent` without changing
movement consumers.
- A later input-context owner may suppress gameplay actions while preserving the
same intent contract.
- A future server-aware movement predictor may replace the current local
movement consumer without changing `PlayerInputSource`.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Remappable current sandbox controls | Implemented | `verify_player_input.gd` action/default checks | Add persisted user binding settings later |
| `PlayerInputSource → MoveIntent` seam | Implemented | Pure composition and controller boundary checks | Local movement consumer is now extracted |
| Exact 3.3.5a default semantics | Unknown | No original-client binding fixture in this package | Capture build-12340 defaults and mouse-turn/strafe policy |
| Production profile exclusion of sprint/flight | Partial | Debug actions are named explicitly | Add typed profile/capability gate in M02 |
| Jump/fall/swim/fly gameplay semantics | Planned | M02 target and gameplay roadmap | Implement after terrain/movement state extraction |
## Known gaps and risks
- The defaults preserve the pre-M02 sandbox behavior, not verified original-client semantics.
- Sprint and free flight are still executable by the sandbox controller until a
typed build-profile gate is introduced.
- Camera input is action-mapped but camera state/collision remains in the monolithic controller.
- There is no persisted user keybinding format or UI yet.
## Source map
| Path | Responsibility |
|---|---|
| `project.godot` | Additive default Input Map bindings |
| `src/domain/input/move_intent.gd` | Immutable locomotion request contract |
| `src/gameplay/input/player_input_actions.gd` | Stable project action names |
| `src/gameplay/input/player_input_source.gd` | Engine Input Map adapter and pure composition |
| `src/gameplay/movement/local_player_movement_controller.gd` | Scene-free movement consumer |
| `src/scenes/player/third_person_wow_controller.gd` | Composition and camera/input-event adapter |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free controller movement/camera regression fixture |
| `src/tools/verify_player_input.gd` | Headless contract/integration regression |
## Related decisions and references
- ADR: none; this implements the existing architecture and M02 seam.
- Upstream/reference: `targets/02-player-decomposition.md`,
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`.
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# World Renderer
## Metadata
| Field | Value |
|---|---|
| Status | Partial |
| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; декомпозиция M02–M03 |
| Owners | Renderer workstream / milestone integrator |
| Last verified | Worktree `work/sindo-main-codex/m01-server-spawn-renderer`, 2026-07-13 |
| Profiles/capabilities | `Performance`, `Balanced`, `High`, `Custom`; Blizzlike fidelity incomplete |
## Purpose
Загрузить и визуализировать мир WoW 3.3.5a вокруг streaming focus: terrain, ADT placements, M2, WMO, liquids, sky/light и character/world presentation experiments. Система должна скрывать I/O/parsing/finalization latency за prewarm и per-frame budgets.
## Non-goals
- Не владеет gameplay/world authoritative state.
- Не читает network packets или server DB.
- Не определяет player input/movement rules.
- Не является Content Project или editor source of truth.
- Текущий module не заявляет визуальное соответствие `1:1`; gaps ведутся в [`../../RENDER.md`](../../RENDER.md).
## Context and boundaries
```mermaid
flowchart LR
Player[Player or spectator Node3D] --> Adapter[Explicit source adapter]
Editor[Editor viewport adapter] --> Focus[StreamingFocus]
Capture[Capture tool] --> Adapter
SpawnFixture[Pinned server spawn fixture] --> SpawnManifest[Spawn render manifest]
SpawnManifest --> Capture
Adapter --> Focus
Focus --> Loader[StreamingWorldLoader]
Assets[Extracted WDT/ADT/M2/WMO/BLP] --> Native[Native loaders]
Cache[Baked terrain/M2/WMO caches] --> Loader
Native --> Parsed[Parsed tile/model data]
Parsed --> Loader
Loader --> Scene[SceneTree nodes]
Loader --> RS[RenderingServer RIDs/MultiMesh]
Sky[DBC sky/light data] --> SkyController[WowSkyController]
SkyController --> Scene
```
Allowed dependencies:
- native format loaders;
- render builders/material helpers;
- immutable/cached render resources;
- renderer configuration and focus;
- Godot rendering/scene APIs.
Forbidden dependencies:
- packet codecs/world session;
- gameplay reducers/quest/combat state;
- runtime UI Controls;
- direct TrinityCore/AzerothCore database access.
## Public API
Текущая система ещё не имеет стабильного facade. Фактический integration surface — `StreamingWorldLoader` Node3D и exported properties. M03 должен заменить этот surface на `WorldRenderFacade`.
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `map_name` | Exported property | WDT/map directory name | Set before world load | Missing WDT produces diagnostic/empty world |
| `extracted_dir` | Exported property | Root of legally extracted client data | Session lifetime | Missing files reported per loader path |
| `StreamingFocus` | Immutable value | Typed Godot-basis position without Node/Camera dependency | Any thread; caller-owned reference | Null position is a caller contract violation |
| `streaming_focus_source_path` | Exported adapter property | Samples any explicit `Node3D` source into `StreamingFocus` | Main thread, scene lifetime | Missing/wrong node warns once and retains prior focus |
| `set_streaming_focus` | Public method | Accepts focus from app/editor/tool composition | Main thread/session | Null focus is ignored by refresh until replaced |
| `refresh_streaming_focus` | Public method | Samples configured source and applies refresh thresholds | Main thread/session | Returns `false` when no valid focus exists |
| `camera_path` | Exported property | Camera used only by optional automatic overview positioning | Main thread, scene lifetime | Missing camera skips automatic positioning |
| `quality_preset` | Exported property | Applies renderer budgets/radii | Before/at runtime depending property | Invalid combination should be diagnosed |
| `runtime_stats_enabled` | Exported property | Enables periodic performance snapshot | Runtime mutable | Logging overhead only |
| `hitch_profiler_enabled` | Exported property | Enables named hitch sections | Runtime mutable | Logging overhead only |
Публичным contract не считаются внутренние dictionaries, queues, job records и generated node names.
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `StreamingFocus` | Player/spectator/editor/capture adapter | `StreamingWorldLoader` | Immutable caller value | Main thread/session |
| Input | Focus-source `NodePath` | Runtime/test scene composition | Loader source adapter | Scene-owned node, sampled position | Main thread/scene lifetime |
| Input | Map/configuration | Scene/app/editor | `StreamingWorldLoader` | Caller config, copied/read | Main thread/session |
| Input | WDT/ADT/M2/WMO/BLP bytes | Extracted asset repository | Native loaders/builders | Loader result owns parsed data | Worker or controlled load |
| Input | Baked resources | Cache build tools | Streamer/builders | Shared immutable resource/cache entry | Session/cache lifetime |
| Test input | Server-spawn render manifest | Coordinate fixture/verifier | Checkpoint capture tool | Repository-owned diagnostic data | Test-process lifetime |
| Output | Desired tile/detail operations | Streaming planner inside loader | Finalize queues | Loader-owned | Cross-frame |
| Output | Terrain/M2/WMO/liquid instances | Loader/builders | Godot world/renderer | Loader/world owner | Main-thread attach |
| Output | Metrics/diagnostics | Hitch/stat instrumentation | Logs/baseline tools | Immutable records | Periodic/frame |
| Test output | Diagnostic spawn marker and cold/warm PNGs | Checkpoint capture tool | Human/integrator review | SceneTree marker; `user://` files | One capture process |
Side effects:
- reads extracted files and generated caches;
- creates/frees scene nodes, meshes, materials, MultiMeshes and RIDs;
- submits worker tasks;
- mutates shader globals/environment through render/sky paths;
- writes logs and baseline captures through tools.
## Data flow
```mermaid
flowchart TD
P[Player/spectator Node3D] --> A[Explicit scene adapter]
C[Capture camera] --> A
SF[Pinned server spawn] --> SM[Validated spawn manifest]
SM --> C
SM --> Marker[Renderer-native origin marker]
E[Editor viewport] --> EA[Editor adapter]
A --> F[StreamingFocus]
EA --> F
F --> T[Compute desired ADT tiles]
WDT[WDT tile catalog] --> T
T --> Q[Tile load queue]
Q --> P[Worker parse/cache load]
P --> R[Result queues]
R --> B[Per-frame budget scheduler]
B --> Terrain[Terrain attach/upgrade]
B --> M2[M2 group/MultiMesh attach]
B --> WMO[WMO instance/group attach]
B --> Liquid[Liquid attach]
Terrain --> World[Godot world]
M2 --> World
WMO --> World
Liquid --> World
Marker --> World
F --> E[Eviction/retention decisions]
E --> World
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Initializing
Initializing --> WaitingForFocus: WDT/catalog/config ready
Initializing --> Degraded: missing loaders/data/cache
WaitingForFocus --> Streaming: valid StreamingFocus
Streaming --> Streaming: load/finalize/evict ticks
Streaming --> WaitingForFocus: world reset without replacement focus
Streaming --> SwitchingMap: map/focus reset
SwitchingMap --> Initializing
WaitingForFocus --> ShuttingDown
Degraded --> ShuttingDown
Streaming --> ShuttingDown
ShuttingDown --> [*]
```
## Main sequence
```mermaid
sequenceDiagram
participant Source as Player/Editor/Capture source
participant Focus as StreamingFocus adapter
participant Stream as StreamingWorldLoader
participant Worker as Worker task
participant Budget as Main-thread budget
participant Render as SceneTree/RenderingServer
Source->>Focus: sample explicit Godot position
Focus->>Stream: set/refresh typed focus
Stream->>Stream: desired tiles and priorities
Stream->>Worker: parse/load tile and detail data
Worker-->>Stream: immutable result
Stream->>Budget: enqueue finalize operations
Budget->>Render: attach bounded terrain/M2/WMO/liquid work
Stream->>Render: evict outside retention range
Stream->>Worker: shutdown: wait for WorkerThreadPool tasks
Stream->>Stream: shutdown: finish registered ResourceLoader requests
Stream->>Render: clear queues and owned tree nodes/RIDs
Stream->>Stream: free detached prototypes and release resource caches
```
## Ownership, threading and resources
- `StreamingWorldLoader` владеет tile states, queues, task registries, active world instances и render caches session scope.
- Focus producers own the immutable `StreamingFocus` reference; the loader retains
the latest reference and converts it to `Vector3` only inside the render boundary.
- Worker tasks не должны менять SceneTree и shared Resource concurrently.
- Parsed/grouped results передаются обратно через guarded result queues.
- Mesh/material/node/RID finalization выполняется main thread и ограничивается exported budgets.
- Shutdown/map switch обязан дождаться WorkerThreadPool jobs и зарегистрированных threaded ResourceLoader requests до очистки очередей, nodes, caches и RIDs.
- Parented streamed nodes остаются owned by SceneTree during shutdown; detached M2/WMO prototype caches are explicitly `free()`d after asynchronous work drains.
- A temporary liquid root with no generated child geometry is explicitly freed by `ADTBuilder` instead of being returned or abandoned.
- Cache resources считаются immutable после публикации.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Missing WDT/ADT | File/catalog check | Tile/map unavailable | Loader warning/error | Fix extraction/profile, reload |
| Missing focus source | Explicit NodePath resolution | Retain current streamed content and prior valid focus | One warning until source recovers | Fix composition path or call `set_streaming_focus` |
| No focus supplied | Refresh contract | No target recomputation; queues continue draining | `refresh_streaming_focus()` returns `false` | Supply player/editor/capture focus |
| Cache version mismatch | Required format constant | Reject stale cache/fallback | Version diagnostic | Rebuild matching cache |
| Worker failure | Task result/empty data | Skip/degrade affected asset | Queue/task warning | Retry/rebuild source |
| Main-thread hitch | Named section timing | Frame spike, work remains queued | `HITCH` log | Lower budget/fix finalize path |
| D3D12 descriptor exhaustion | Rendering backend error | Render failure/fallback backend | Godot error + baseline report | Dedup resources/fix settings |
| Teleport/map change | Focus/session transition | Old jobs become stale | Target/session generation | Cancel/drop stale results |
| Shutdown leak | Godot leak/RID diagnostics | Resource retained | Verbose shutdown report + cache shutdown verifier | Drain requests, preserve tree ownership, then free detached prototypes and clear resource caches |
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Quality preset | Scene-specific | All | Limited | Applies radii and finalize budgets |
| Terrain control splat | Enabled in current High paths | Render | Limited | Near terrain texture quality |
| M2/WMO/liquids | Scene/profile-specific | Render | Debug/config | Enables asset categories |
| Runtime stats/hitch profiler | Usually debug | Dev/test | Yes | Observability cost |
| Shadow flags | Mostly disabled/limited | Blizzlike/Enhanced | Profile | CPU/GPU cost and visuals |
Exact exported settings and cache versions remain documented in [`../../RENDER.md`](../../RENDER.md) until extracted services receive individual specs.
## Persistence, cache and migration
- `StreamingFocus` is runtime-only and is not serialized. Scene migration adds
`streaming_focus_source_path`; existing `camera_path` remains valid only for
optional automatic overview positioning.
- Renderer reads caches under `data/cache`; caches are not committed.
- Format changes require `FORMAT_VERSION`/required-version bump and rebuild instructions.
- Atomic cache publication and unified manifest are target-state work from FND/M03.
- Material-only changes may refresh without geometry rebake only when documented safe.
## Diagnostics and observability
- Logs: `HITCH`, `PERF`, `TERRAIN_QUALITY`, `SKY_LIGHT`, `SKYBOX_MODEL`.
- Metrics: queue depths, active tiles/assets, named finalize times, frame percentiles and max hitch.
- Debug views: render checkpoint scenes/captures; future streaming/LOD/portal overlays.
- Correlation IDs: currently mostly tile/path keys; target architecture adds session/job IDs.
## Verification
- Unit/contract tests: streaming-focus contract/wiring, material mapping, unique-ID dedupe, placement probes, baseline manifest, five-point coordinate calibration, synthetic perceptual checkpoint diff, camera-pose grid plan.
- Integration/E2E: Eastern Kingdoms/Kalimdor streaming scenes, seven M00
cold/warm checkpoints and one dedicated mapped server-spawn checkpoint.
- Fidelity evidence: семь локальных build 12340 reference JPG покрывают terrain/ADT/M2/WMO/liquid/sky и реальный `GryphonRoost01`; automated cold/warm metrics имеют `compared=14`, `missing=0`. Sky использует приблизительно paired camera, а animated-M2 остаётся asset-paired/placement-unpaired из-за synthetic probe.
- Performance budgets: M00 report records cold/warm p95 and max hitch; no final acceptance threshold yet.
- Manual diagnostics: [`../RENDER_BASELINE.md`](../RENDER_BASELINE.md) and [`../../RENDER.md`](../../RENDER.md).
## Extension points
- Target `WorldRenderFacade` for runtime/editor/capture callers.
- Extend `StreamingFocus` with measured direction/velocity needs when the pure planner is extracted.
- Extracted planner, budget scheduler, terrain, M2, WMO, liquid, sky and character services.
- Separate Blizzlike/Enhanced material and quality profiles.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| ADT streaming/terrain | Partial | M00 checkpoints and current scenes | Fidelity/performance gaps remain |
| Static M2 placement | Partial | MultiMesh/dedupe probes | Full materials/animation/effects |
| WMO rendering | Partial | Cached group rendering | Portals/rooms/material parity |
| Liquids | Partial | MH2O/MLIQ paths | LiquidType/depth/shore fidelity |
| Sky/light | Partial | DBC controller/logs | Zone transition paired validation |
| Character presentation | Prototype | Character creator/player experiment | Full customization/equipment states |
| Camera-independent streaming focus | Implemented | Typed contract, two player-focused runtime scenes and three explicitly camera-focused diagnostic tools | Multi-focus/direction/velocity belong to planner extraction |
| Golden server-spawn visualization | Implemented | Pinned AzerothCore fixture, validated renderer manifest and diagnostic origin-marker capture at ADT `(32,48)`/MCNK `(3,12)` | No TrinityCore row or original-client visual-parity claim |
| Stable renderer facade | Planned | M03 | Current caller uses monolithic Node API |
## Known gaps and risks
- Monolithic streamer mixes planning, jobs, caches and presentation.
- `camera_path` remains only for optional automatic overview positioning; it no
longer drives runtime streaming or discovers the active viewport camera.
- Original-client paired fidelity evidence incomplete.
- Первый paired run выявил coordinate/placement mismatch: несколько совпадающих server-derived camera positions оказываются под terrain или внутри WMO/rocks OpenWC.
- Terrain-height probe исключил under-terrain состояние для всех пяти точек; waterfall exact-XZ miss классифицирован как TriangleMesh seam/edge и подтверждён nearby sample в 2 units.
- Camera-occluder probe не нашёл camera containment в пяти точках; paired mismatch локализован прежде всего в manual look direction/target/FOV calibration, с явным ограничением по RID-only geometry.
- Empirical FOV sweep выявил, что checkpoint camera должна явно вызывать `make_current()`; после исправления projection ranking остаётся inconclusive из-за неизвестного manual yaw/pitch/framing reference.
- Camera-pose sweep can now rank bounded yaw/pitch grids without changing manifest defaults; perceptual ranking remains diagnostic and requires human framing approval.
- The first Goldshire pose grid was invalidated by WMO readiness: the inn is absent after 2 seconds but visible after the manifest-standard 8-second wait. Pose comparisons must stabilize asynchronous checkpoint content first.
- A ready-scene Goldshire 3x3 grid improved mean error from `0.101402` at zero offsets to `0.087952` at yaw `10`/pitch `-10`; pitch/FOV refinement remains required before manifest calibration.
- Joint Goldshire pitch/FOV refinement had no human-approved optimum: full-frame error preferred grass-heavy FOV 62/pitch -25, while FOV 38/pitch -10 better matched building scale. Landmark/region scoring is required before calibration.
- Common-region scoring `[300,100,1400,650]` moved Goldshire's numeric optimum to FOV 38/yaw 10/pitch -15, but human inspection still found an oversized/cropped facade; semantic landmarks or masks remain required.
- Final paired audit compared fourteen cold/warm images for seven private build 12340 references with zero missing pairs; mean error ranges `0.066893..0.176955`. Animated-M2 native motion is observed across two original-client phases, but its real Lakeshire placement differs from the synthetic Goldshire probe. Sky-transition evidence uses the checkpoint map position/time with manually approved approximate framing.
- D3D12 descriptor issues remain. Explicit shutdown ownership removes the GUI capture's Node/resource/RID leaks in focused and seven-checkpoint runs; a timing-dependent ObjectDB warning for anonymous zero-reference `RefCounted` objects remains as a separate engine-teardown diagnostic.
- M2/WMO/material/particle/ribbon/portal parity incomplete.
- Public API is mostly exported configuration rather than stable contracts.
## Source map
| Path | Responsibility |
|---|---|
| `src/scenes/streaming/streaming_world_loader.gd` | Current runtime orchestration, queues, caches and attachment |
| `src/domain/streaming/streaming_focus.gd` | Immutable camera-independent streaming position contract |
| `src/tools/verify_streaming_focus.gd` | Headless contract, dependency and runtime/tool wiring regression |
| `addons/mpq_extractor/loaders/adt_builder.gd` | Terrain/material/liquid construction |
| `addons/mpq_extractor/loaders/m2_builder.gd` | Static M2 mesh/material construction |
| `addons/mpq_extractor/loaders/m2_native_animated_builder.gd` | Native animated M2 experiment |
| `addons/mpq_extractor/loaders/wmo_builder.gd` | WMO groups/doodads/liquids construction |
| `src/scenes/sky/wow_sky_controller.gd` | DBC-driven sky/light/environment |
| `src/native/src/*_loader.cpp` | Native binary parsing |
| `src/tools/build_*cache.gd`, `src/tools/bake_*cache.gd` | Offline cache generation |
| `tools/run_render_baseline.ps1` | Unified M00 baseline runner |
| `src/tools/compare_render_checkpoints.gd` | Offline JPG/PNG paired-image perceptual metrics and JSON pass/fail report |
| `src/tools/verify_render_runtime_cache_shutdown.gd` | Headless ownership regression for detached runtime prototypes, resource caches and empty liquid roots |
| `src/tools/capture_render_checkpoints.gd` | Deterministic no-roll checkpoint camera, performance and visual capture |
| `src/tools/server_spawn_render_manifest.json` | Dedicated mapped AzerothCore spawn checkpoint and diagnostic marker configuration |
| `src/tools/verify_server_spawn_renderer.gd` | Fixture-to-renderer checkpoint contract verification |
| `tools/sweep_render_checkpoint_camera_pose.ps1` | Offline yaw/pitch capture grid and paired-error ranking |
| `src/tools/verify_render_coordinate_calibration.gd` | Build 12340 camera-coordinate golden point round-trip diagnostic |
| `src/tools/probe_render_terrain_height.gd` | Offline active-mesh terrain height and camera-clearance report |
| `src/tools/probe_render_camera_occluders.gd` | Scene-tree placement containment and camera-to-target AABB intersection report |
## Related decisions and references
- [`../../RENDER.md`](../../RENDER.md)
- [`../RENDER_BASELINE.md`](../RENDER_BASELINE.md)
- [`../CAMERA_POSE_SWEEP.md`](../CAMERA_POSE_SWEEP.md)
- [`../M00_FINAL_PAIRED_EVIDENCE.md`](../M00_FINAL_PAIRED_EVIDENCE.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
- [`../GODOT_BEST_PRACTICES.md`](../GODOT_BEST_PRACTICES.md)
+63
View File
@@ -19,6 +19,69 @@ config/icon="res://icon.svg"
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[input]
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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openwc_player_strafe_left={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
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openwc_player_strafe_right={
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[physics] [physics]
3d/physics_engine="Jolt Physics" 3d/physics_engine="Jolt Physics"
@@ -0,0 +1,44 @@
class_name AdtChunkCoordinate
extends RefCounted
## Immutable MCNK chunk indices inside one ADT tile.
## `chunk_x` grows east and `chunk_y` grows south, matching the ADT header and
## tile conversion contract rather than Godot's X/Z member names.
const MINIMUM_CHUNK_INDEX: int = 0
const MAXIMUM_CHUNK_INDEX: int = 15
var tile_coordinate: AdtTileCoordinate:
get:
return _tile_coordinate
var chunk_x: int:
get:
return _chunk_x
var chunk_y: int:
get:
return _chunk_y
var _tile_coordinate: AdtTileCoordinate
var _chunk_x: int
var _chunk_y: int
## Creates chunk indices without clamping so invalid parser input is visible.
func _init(tile_coordinate_value: AdtTileCoordinate, chunk_x_value: int, chunk_y_value: int) -> void:
_tile_coordinate = tile_coordinate_value
_chunk_x = chunk_x_value
_chunk_y = chunk_y_value
## Returns whether the tile and both chunk indices are inside standard bounds.
func is_within_map_grid() -> bool:
return (
_tile_coordinate != null
and _tile_coordinate.is_within_map_grid()
and _chunk_x >= MINIMUM_CHUNK_INDEX
and _chunk_x <= MAXIMUM_CHUNK_INDEX
and _chunk_y >= MINIMUM_CHUNK_INDEX
and _chunk_y <= MAXIMUM_CHUNK_INDEX
)
@@ -0,0 +1 @@
uid://b1lf5w5p3b6ye
@@ -0,0 +1,29 @@
class_name AdtPlacementPosition
extends RefCounted
## Immutable MDDF/MODF position in ADT file field order.
## `x_offset_yards` and `z_offset_yards` are measured from the north-west map
## extent; `height_yards` is the vertical field stored between them.
var x_offset_yards: float:
get:
return _x_offset_yards
var height_yards: float:
get:
return _height_yards
var z_offset_yards: float:
get:
return _z_offset_yards
var _x_offset_yards: float
var _height_yards: float
var _z_offset_yards: float
## Creates an ADT placement position in on-disk X/height/Z field order.
func _init(x_offset_yards_value: float, height_yards_value: float, z_offset_yards_value: float) -> void:
_x_offset_yards = x_offset_yards_value
_height_yards = height_yards_value
_z_offset_yards = z_offset_yards_value
@@ -0,0 +1 @@
uid://cxxlbkjmdtg7m
@@ -0,0 +1,35 @@
class_name AdtTileCoordinate
extends RefCounted
## Immutable indices from an ADT filename `Map_tileX_tileY.adt`.
## Both axes use the inclusive range 0..63 for a normal WotLK world map.
const MINIMUM_TILE_INDEX: int = 0
const MAXIMUM_TILE_INDEX: int = 63
var tile_x: int:
get:
return _tile_x
var tile_y: int:
get:
return _tile_y
var _tile_x: int
var _tile_y: int
## Creates file indices without clamping so out-of-map input remains diagnosable.
func _init(tile_x_value: int, tile_y_value: int) -> void:
_tile_x = tile_x_value
_tile_y = tile_y_value
## Returns whether both file indices address the standard 64 by 64 ADT grid.
func is_within_map_grid() -> bool:
return (
_tile_x >= MINIMUM_TILE_INDEX
and _tile_x <= MAXIMUM_TILE_INDEX
and _tile_y >= MINIMUM_TILE_INDEX
and _tile_y <= MAXIMUM_TILE_INDEX
)
@@ -0,0 +1 @@
uid://bg0a286yty1jw
@@ -0,0 +1,29 @@
class_name AdtTileLocalPosition
extends RefCounted
## Immutable position relative to the north-west corner of one ADT tile.
## East and south offsets are normally in `[0, ADT_TILE_SIZE_YARDS)`; height
## remains in the canonical vertical space.
var east_yards: float:
get:
return _east_yards
var height_yards: float:
get:
return _height_yards
var south_yards: float:
get:
return _south_yards
var _east_yards: float
var _height_yards: float
var _south_yards: float
## Creates a tile-local position without clamping boundary values.
func _init(east_yards_value: float, height_yards_value: float, south_yards_value: float) -> void:
_east_yards = east_yards_value
_height_yards = height_yards_value
_south_yards = south_yards_value
@@ -0,0 +1 @@
uid://cpit2uvrdud6h
@@ -0,0 +1,29 @@
class_name CanonicalWowWorldPosition
extends RefCounted
## Immutable WoW 3.3.5a world position in client/server axis order and yards.
## X and Y are the horizontal coordinates reported by the client and world
## server; Z is height. This type deliberately does not expose a [Vector3].
var x_yards: float:
get:
return _x_yards
var y_yards: float:
get:
return _y_yards
var z_yards: float:
get:
return _z_yards
var _x_yards: float
var _y_yards: float
var _z_yards: float
## Creates a canonical position without changing precision or validating map bounds.
func _init(x_yards_value: float, y_yards_value: float, z_yards_value: float) -> void:
_x_yards = x_yards_value
_y_yards = y_yards_value
_z_yards = z_yards_value
@@ -0,0 +1 @@
uid://b75i20d4vnkyh
@@ -0,0 +1,16 @@
class_name CanonicalWowWorldYaw
extends RefCounted
## Immutable canonical world-facing yaw in radians.
## Zero faces increasing WoW X and positive rotation turns toward increasing Y.
var radians: float:
get:
return _radians
var _radians: float
## Creates a yaw without normalization; [CoordinateMapper] normalizes conversions.
func _init(radians_value: float) -> void:
_radians = radians_value
@@ -0,0 +1 @@
uid://ddu5eiobntlrm
+167
View File
@@ -0,0 +1,167 @@
class_name CoordinateMapper
extends RefCounted
## Pure, stateless conversions between OpenWC coordinate value objects.
## This is the only domain contract allowed to change coordinate axes. It does
## not depend on Node, Resource, scene state, map assets or renderer globals.
const ADT_TILES_PER_MAP_AXIS: int = 64
const ADT_CHUNKS_PER_TILE_AXIS: int = 16
const ADT_TILE_SIZE_YARDS: float = 1600.0 / 3.0
const ADT_CHUNK_SIZE_YARDS: float = ADT_TILE_SIZE_YARDS / float(ADT_CHUNKS_PER_TILE_AXIS)
const WOW_WORLD_HALF_EXTENT_YARDS: float = ADT_TILE_SIZE_YARDS * float(ADT_TILES_PER_MAP_AXIS) * 0.5
## Converts server/wire X/Y/Z to canonical WoW X/Y/Z without an axis swap.
static func server_to_canonical(server_position: ServerWorldPosition) -> CanonicalWowWorldPosition:
return CanonicalWowWorldPosition.new(
server_position.x_yards,
server_position.y_yards,
server_position.z_yards
)
## Converts canonical WoW X/Y/Z to server/wire X/Y/Z without an axis swap.
static func canonical_to_server(canonical_position: CanonicalWowWorldPosition) -> ServerWorldPosition:
return ServerWorldPosition.new(
canonical_position.x_yards,
canonical_position.y_yards,
canonical_position.z_yards
)
## Converts canonical WoW world axes to the Godot Y-up compatibility basis.
static func canonical_to_godot(canonical_position: CanonicalWowWorldPosition) -> GodotWorldPosition:
return GodotWorldPosition.new(
WOW_WORLD_HALF_EXTENT_YARDS - canonical_position.y_yards,
canonical_position.z_yards,
WOW_WORLD_HALF_EXTENT_YARDS - canonical_position.x_yards
)
## Converts the Godot Y-up compatibility basis to canonical WoW world axes.
static func godot_to_canonical(godot_position: GodotWorldPosition) -> CanonicalWowWorldPosition:
return CanonicalWowWorldPosition.new(
WOW_WORLD_HALF_EXTENT_YARDS - godot_position.z_units,
WOW_WORLD_HALF_EXTENT_YARDS - godot_position.x_units,
godot_position.y_units
)
## Returns ADT filename indices directly from a Godot renderer position.
static func godot_to_adt_tile(godot_position: GodotWorldPosition) -> AdtTileCoordinate:
return AdtTileCoordinate.new(
int(floor(godot_position.x_units / ADT_TILE_SIZE_YARDS)),
int(floor(godot_position.z_units / ADT_TILE_SIZE_YARDS))
)
## Returns east/height/south offsets inside the owning ADT tile.
static func godot_to_adt_tile_local(godot_position: GodotWorldPosition) -> AdtTileLocalPosition:
var tile_coordinate := godot_to_adt_tile(godot_position)
return AdtTileLocalPosition.new(
godot_position.x_units - float(tile_coordinate.tile_x) * ADT_TILE_SIZE_YARDS,
godot_position.y_units,
godot_position.z_units - float(tile_coordinate.tile_y) * ADT_TILE_SIZE_YARDS
)
## Converts an ADT tile/local pair directly to the Godot renderer basis.
static func adt_tile_local_to_godot(
tile_coordinate: AdtTileCoordinate,
local_position: AdtTileLocalPosition
) -> GodotWorldPosition:
return GodotWorldPosition.new(
float(tile_coordinate.tile_x) * ADT_TILE_SIZE_YARDS + local_position.east_yards,
local_position.height_yards,
float(tile_coordinate.tile_y) * ADT_TILE_SIZE_YARDS + local_position.south_yards
)
## Converts canonical WoW coordinates to MDDF/MODF X/height/Z file fields.
static func canonical_to_adt_placement(canonical_position: CanonicalWowWorldPosition) -> AdtPlacementPosition:
return AdtPlacementPosition.new(
WOW_WORLD_HALF_EXTENT_YARDS - canonical_position.x_yards,
canonical_position.z_yards,
WOW_WORLD_HALF_EXTENT_YARDS - canonical_position.y_yards
)
## Converts MDDF/MODF X/height/Z file fields to canonical WoW coordinates.
static func adt_placement_to_canonical(adt_position: AdtPlacementPosition) -> CanonicalWowWorldPosition:
return CanonicalWowWorldPosition.new(
WOW_WORLD_HALF_EXTENT_YARDS - adt_position.x_offset_yards,
WOW_WORLD_HALF_EXTENT_YARDS - adt_position.z_offset_yards,
adt_position.height_yards
)
## Returns unclamped ADT filename indices for a canonical position.
## Exact south/east boundaries belong to the next tile by floor semantics.
static func canonical_to_adt_tile(canonical_position: CanonicalWowWorldPosition) -> AdtTileCoordinate:
return AdtTileCoordinate.new(
int(floor(float(ADT_TILES_PER_MAP_AXIS) * 0.5 - canonical_position.y_yards / ADT_TILE_SIZE_YARDS)),
int(floor(float(ADT_TILES_PER_MAP_AXIS) * 0.5 - canonical_position.x_yards / ADT_TILE_SIZE_YARDS))
)
## Converts a canonical position to east/south offsets inside its ADT tile.
static func canonical_to_adt_tile_local(canonical_position: CanonicalWowWorldPosition) -> AdtTileLocalPosition:
var tile_coordinate := canonical_to_adt_tile(canonical_position)
var tile_west_edge_y_yards := (float(ADT_TILES_PER_MAP_AXIS) * 0.5 - float(tile_coordinate.tile_x)) * ADT_TILE_SIZE_YARDS
var tile_north_edge_x_yards := (float(ADT_TILES_PER_MAP_AXIS) * 0.5 - float(tile_coordinate.tile_y)) * ADT_TILE_SIZE_YARDS
return AdtTileLocalPosition.new(
tile_west_edge_y_yards - canonical_position.y_yards,
canonical_position.z_yards,
tile_north_edge_x_yards - canonical_position.x_yards
)
## Reconstructs canonical coordinates from an ADT tile and tile-local offsets.
static func adt_tile_local_to_canonical(
tile_coordinate: AdtTileCoordinate,
local_position: AdtTileLocalPosition
) -> CanonicalWowWorldPosition:
var tile_west_edge_y_yards := (float(ADT_TILES_PER_MAP_AXIS) * 0.5 - float(tile_coordinate.tile_x)) * ADT_TILE_SIZE_YARDS
var tile_north_edge_x_yards := (float(ADT_TILES_PER_MAP_AXIS) * 0.5 - float(tile_coordinate.tile_y)) * ADT_TILE_SIZE_YARDS
return CanonicalWowWorldPosition.new(
tile_north_edge_x_yards - local_position.south_yards,
tile_west_edge_y_yards - local_position.east_yards,
local_position.height_yards
)
## Returns unclamped MCNK indices for a tile-local position.
static func adt_tile_local_to_chunk(
tile_coordinate: AdtTileCoordinate,
local_position: AdtTileLocalPosition
) -> AdtChunkCoordinate:
return AdtChunkCoordinate.new(
tile_coordinate,
int(floor(local_position.east_yards / ADT_CHUNK_SIZE_YARDS)),
int(floor(local_position.south_yards / ADT_CHUNK_SIZE_YARDS))
)
## Converts server movement yaw to canonical yaw and normalizes it to [-PI, PI).
static func server_to_canonical_yaw(server_yaw: ServerWorldYaw) -> CanonicalWowWorldYaw:
return CanonicalWowWorldYaw.new(_normalize_yaw(server_yaw.radians))
## Converts canonical yaw to server movement yaw and normalizes it to [-PI, PI).
static func canonical_to_server_yaw(canonical_yaw: CanonicalWowWorldYaw) -> ServerWorldYaw:
return ServerWorldYaw.new(_normalize_yaw(canonical_yaw.radians))
## Converts canonical world yaw to Godot Y-axis yaw in the mapped world basis.
static func canonical_to_godot_yaw(canonical_yaw: CanonicalWowWorldYaw) -> GodotWorldYaw:
return GodotWorldYaw.new(_normalize_yaw(canonical_yaw.radians))
## Converts Godot Y-axis world yaw to canonical yaw in the mapped world basis.
static func godot_to_canonical_yaw(godot_yaw: GodotWorldYaw) -> CanonicalWowWorldYaw:
return CanonicalWowWorldYaw.new(_normalize_yaw(godot_yaw.radians))
static func _normalize_yaw(radians: float) -> float:
return fposmod(radians + PI, TAU) - PI
@@ -0,0 +1 @@
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class_name GodotWorldPosition
extends RefCounted
## Immutable Godot Y-up renderer position.
## One Godot unit equals one WoW yard in the compatibility renderer. X grows
## east, Y grows up and Z grows south from the north-west map extent.
var x_units: float:
get:
return _x_units
var y_units: float:
get:
return _y_units
var z_units: float:
get:
return _z_units
var _x_units: float
var _y_units: float
var _z_units: float
## Creates a renderer position without exposing it as a cross-layer [Vector3].
func _init(x_units_value: float, y_units_value: float, z_units_value: float) -> void:
_x_units = x_units_value
_y_units = y_units_value
_z_units = z_units_value
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class_name GodotWorldYaw
extends RefCounted
## Immutable Godot Y-axis yaw in radians for the canonical world basis.
## With Godot forward `-Z`, the numeric angle equals WoW world yaw after the
## position basis conversion. Model-local MDDF/MODF corrections are separate.
var radians: float:
get:
return _radians
var _radians: float
## Creates a Godot world yaw without normalization.
func _init(radians_value: float) -> void:
_radians = radians_value
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class_name ServerWorldPosition
extends RefCounted
## Immutable TrinityCore/AzerothCore world position in wire/database X/Y/Z order.
## Units are WoW yards. A distinct type prevents server positions from being
## passed directly to renderer APIs even though the scalar values are canonical.
var x_yards: float:
get:
return _x_yards
var y_yards: float:
get:
return _y_yards
var z_yards: float:
get:
return _z_yards
var _x_yards: float
var _y_yards: float
var _z_yards: float
## Creates a server position without changing precision or validating map bounds.
func _init(x_yards_value: float, y_yards_value: float, z_yards_value: float) -> void:
_x_yards = x_yards_value
_y_yards = y_yards_value
_z_yards = z_yards_value
@@ -0,0 +1 @@
uid://dilhr7ym3xr43
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class_name ServerWorldYaw
extends RefCounted
## Immutable TrinityCore/AzerothCore movement orientation in radians.
## It uses the WoW client convention: zero faces +X and positive turns toward +Y.
var radians: float:
get:
return _radians
var _radians: float
## Creates a server yaw without normalization.
func _init(radians_value: float) -> void:
_radians = radians_value
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class_name ContentId
extends RefCounted
## Stable authored-content identity serialized as canonical lowercase UUID text.
## It is independent of runtime entities, server database entries and wire GUIDs.
var uuid_text: String:
get:
return _uuid_text
var _uuid_text: String
## Normalizes surrounding whitespace and hexadecimal letter case.
func _init(uuid_text_value: String) -> void:
_uuid_text = uuid_text_value.strip_edges().to_lower()
## Reports whether the value has the canonical 8-4-4-4-12 UUID text shape.
func is_valid() -> bool:
if _uuid_text.length() != 36:
return false
for character_index in range(_uuid_text.length()):
if character_index in [8, 13, 18, 23]:
if _uuid_text[character_index] != "-":
return false
elif not _is_lowercase_hexadecimal_character(_uuid_text[character_index]):
return false
return true
## Compares stable content identity by normalized UUID text.
func equals(other_content_id: ContentId) -> bool:
return other_content_id != null and _uuid_text == other_content_id.uuid_text
## Returns the canonical dictionary/serialization key.
func to_key() -> String:
return _uuid_text
func _is_lowercase_hexadecimal_character(character: String) -> bool:
return (character >= "0" and character <= "9") or (character >= "a" and character <= "f")
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class_name EntityId
extends RefCounted
## Session-local runtime entity identity.
## This sequence is never a stable content ID, server entry or WoW wire GUID.
var session_sequence: int:
get:
return _session_sequence
var _session_sequence: int
## Stores an allocator-issued session sequence without persistence semantics.
func _init(session_sequence_value: int) -> void:
_session_sequence = session_sequence_value
## Reports whether this is a positive allocator-issued sequence.
func is_valid() -> bool:
return _session_sequence > 0
## Compares identity inside the same explicitly owned runtime session.
func equals(other_entity_id: EntityId) -> bool:
return other_entity_id != null and _session_sequence == other_entity_id.session_sequence
## Returns a diagnostic key; it must not be persisted across sessions.
func to_debug_key() -> String:
return "entity:%d" % _session_sequence
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class_name ServerEntryId
extends RefCounted
## Adapter-namespaced numeric entry from a server database or canonical snapshot.
## Equal numbers in different template tables are intentionally different IDs.
var entry_namespace: String:
get:
return _entry_namespace
var entry_value: int:
get:
return _entry_value
var _entry_namespace: String
var _entry_value: int
## Normalizes a table/adapter namespace and preserves its positive entry value.
func _init(entry_namespace_value: String, entry_value_value: int) -> void:
_entry_namespace = entry_namespace_value.strip_edges().to_lower()
_entry_value = entry_value_value
## Reports whether both collision-prevention fields are present.
func is_valid() -> bool:
return not _entry_namespace.is_empty() and _entry_value > 0
## Compares both namespace and numeric entry.
func equals(other_server_entry_id: ServerEntryId) -> bool:
return (
other_server_entry_id != null
and _entry_namespace == other_server_entry_id.entry_namespace
and _entry_value == other_server_entry_id.entry_value
)
## Returns the stable adapter key without implying a ContentId mapping.
func to_key() -> String:
return "%s:%d" % [_entry_namespace, _entry_value]
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class_name WowGuid
extends RefCounted
## Opaque 64-bit WoW wire GUID stored as two lossless unsigned 32-bit words.
## Build-specific high-type decoding belongs to the protocol adapter and must be
## fixture-backed before becoming a domain contract.
const MAXIMUM_UNSIGNED_32_BIT_VALUE := 0xffffffff
var high_32_bits: int:
get:
return _high_32_bits
var low_32_bits: int:
get:
return _low_32_bits
var _high_32_bits: int
var _low_32_bits: int
## Preserves both wire words without signed 64-bit conversion.
func _init(high_32_bits_value: int, low_32_bits_value: int) -> void:
_high_32_bits = high_32_bits_value
_low_32_bits = low_32_bits_value
## Reports whether both words fit their unsigned wire ranges.
func has_valid_word_ranges() -> bool:
return _is_unsigned_32_bit_word(_high_32_bits) and _is_unsigned_32_bit_word(_low_32_bits)
## Reports the all-zero protocol sentinel without assigning gameplay meaning.
func is_empty() -> bool:
return _high_32_bits == 0 and _low_32_bits == 0
## Compares all 64 opaque wire bits.
func equals(other_wow_guid: WowGuid) -> bool:
return (
other_wow_guid != null
and _high_32_bits == other_wow_guid.high_32_bits
and _low_32_bits == other_wow_guid.low_32_bits
)
## Returns exactly sixteen lowercase hexadecimal digits for diagnostics/replays.
func to_hex_string() -> String:
return "%08x%08x" % [_high_32_bits, _low_32_bits]
func _is_unsigned_32_bit_word(word_value: int) -> bool:
return word_value >= 0 and word_value <= MAXIMUM_UNSIGNED_32_BIT_VALUE
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class_name MoveIntent
extends RefCounted
## Immutable player locomotion request expressed in character-local axes.
## Axis values are normalized to `[-1, 1]`: forward/right/up are positive.
## The intent contains no world coordinates, engine input events or presentation state.
var forward_axis: float:
get:
return _forward_axis
var strafe_axis: float:
get:
return _strafe_axis
var vertical_axis: float:
get:
return _vertical_axis
var is_sprint_requested: bool:
get:
return _is_sprint_requested
var _forward_axis: float
var _strafe_axis: float
var _vertical_axis: float
var _is_sprint_requested: bool
## Creates one frame's movement request without retaining mutable input state.
func _init(
forward_axis_value: float = 0.0,
strafe_axis_value: float = 0.0,
vertical_axis_value: float = 0.0,
sprint_requested: bool = false
) -> void:
_forward_axis = clampf(forward_axis_value, -1.0, 1.0)
_strafe_axis = clampf(strafe_axis_value, -1.0, 1.0)
_vertical_axis = clampf(vertical_axis_value, -1.0, 1.0)
_is_sprint_requested = sprint_requested
## Returns true when the intent requests planar or vertical translation.
func has_translation() -> bool:
return not is_zero_approx(_forward_axis) \
or not is_zero_approx(_strafe_axis) \
or not is_zero_approx(_vertical_axis)
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class_name StreamingFocus
extends RefCounted
## Immutable world-streaming point independent of cameras and the scene tree.
## Renderer adapters may obtain this position from a player, spectator, editor
## viewport or capture tool, but streaming consumers receive only this value.
var world_position: GodotWorldPosition:
get:
return _world_position
var _world_position: GodotWorldPosition
## Creates a focus at an explicit position in the Godot renderer basis.
func _init(world_position_value: GodotWorldPosition) -> void:
_world_position = world_position_value
@@ -0,0 +1 @@
uid://ehv78jvge0q2
@@ -0,0 +1,34 @@
class_name PlayerInputActions
extends RefCounted
## Stable Input Map action names consumed by the runtime player input adapter.
## Defaults preserve the current render-sandbox controls; users may remap every
## action through Godot's Input Map without changing gameplay code.
const MOVE_FORWARD := &"openwc_player_move_forward"
const MOVE_BACKWARD := &"openwc_player_move_backward"
const STRAFE_LEFT := &"openwc_player_strafe_left"
const STRAFE_RIGHT := &"openwc_player_strafe_right"
const DEBUG_FLY_UP := &"openwc_player_debug_fly_up"
const DEBUG_FLY_DOWN := &"openwc_player_debug_fly_down"
const DEBUG_SPRINT := &"openwc_player_debug_sprint"
const DEBUG_TOGGLE_FLIGHT := &"openwc_player_debug_toggle_flight"
const CAMERA_ROTATE := &"openwc_player_camera_rotate"
const CAMERA_ZOOM_IN := &"openwc_player_camera_zoom_in"
const CAMERA_ZOOM_OUT := &"openwc_player_camera_zoom_out"
const RELEASE_CURSOR := &"openwc_player_release_cursor"
const REQUIRED_ACTIONS: Array[StringName] = [
MOVE_FORWARD,
MOVE_BACKWARD,
STRAFE_LEFT,
STRAFE_RIGHT,
DEBUG_FLY_UP,
DEBUG_FLY_DOWN,
DEBUG_SPRINT,
DEBUG_TOGGLE_FLIGHT,
CAMERA_ROTATE,
CAMERA_ZOOM_IN,
CAMERA_ZOOM_OUT,
RELEASE_CURSOR,
]
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class_name PlayerInputSource
extends RefCounted
## Converts remappable Godot Input Map actions into immutable [MoveIntent] values.
## This adapter owns no movement state and may be replaced independently of the
## local movement controller.
## Samples the current Input singleton state for one physics tick.
func sample_move_intent() -> MoveIntent:
return compose_move_intent(
Input.get_action_strength(PlayerInputActions.MOVE_FORWARD),
Input.get_action_strength(PlayerInputActions.MOVE_BACKWARD),
Input.get_action_strength(PlayerInputActions.STRAFE_LEFT),
Input.get_action_strength(PlayerInputActions.STRAFE_RIGHT),
Input.get_action_strength(PlayerInputActions.DEBUG_FLY_UP),
Input.get_action_strength(PlayerInputActions.DEBUG_FLY_DOWN),
Input.is_action_pressed(PlayerInputActions.DEBUG_SPRINT)
)
## Builds a normalized intent from action strengths for deterministic tests and
## alternative input adapters. Strengths outside `[0, 1]` are clamped.
static func compose_move_intent(
forward_strength: float,
backward_strength: float,
strafe_left_strength: float,
strafe_right_strength: float,
fly_up_strength: float,
fly_down_strength: float,
sprint_requested: bool
) -> MoveIntent:
var planar_axis := Vector2(
clampf(strafe_right_strength, 0.0, 1.0) - clampf(strafe_left_strength, 0.0, 1.0),
clampf(forward_strength, 0.0, 1.0) - clampf(backward_strength, 0.0, 1.0)
)
if planar_axis.length_squared() > 1.0:
planar_axis = planar_axis.normalized()
var vertical_axis := clampf(fly_up_strength, 0.0, 1.0) - clampf(fly_down_strength, 0.0, 1.0)
return MoveIntent.new(
planar_axis.y,
planar_axis.x,
vertical_axis,
sprint_requested
)
@@ -0,0 +1 @@
uid://b050i2lnei8qq
@@ -0,0 +1,97 @@
class_name LocalPlayerMovementController
extends RefCounted
## Scene-free state and velocity integrator for the current local sandbox player.
## Direction inputs use a Godot-world movement basis selected by the scene
## adapter. This class does not discover Nodes, query terrain or mutate transforms.
var godot_world_velocity_units_per_second: Vector3:
get:
return _godot_world_velocity_units_per_second
var is_flight_enabled: bool:
get:
return _is_flight_enabled
var _run_speed_units_per_second: float
var _backward_speed_units_per_second: float
var _strafe_speed_units_per_second: float
var _flight_vertical_speed_units_per_second: float
var _acceleration_units_per_second_squared: float
var _sandbox_sprint_multiplier: float
var _godot_world_velocity_units_per_second := Vector3.ZERO
var _is_flight_enabled := false
## Creates a movement state with explicit Godot-unit speeds and acceleration.
## The current compatibility renderer treats one Godot unit as one WoW yard.
func _init(
run_speed_units_per_second: float,
backward_speed_units_per_second: float,
strafe_speed_units_per_second: float,
flight_vertical_speed_units_per_second: float,
acceleration_units_per_second_squared: float,
sandbox_sprint_multiplier: float
) -> void:
_run_speed_units_per_second = run_speed_units_per_second
_backward_speed_units_per_second = backward_speed_units_per_second
_strafe_speed_units_per_second = strafe_speed_units_per_second
_flight_vertical_speed_units_per_second = flight_vertical_speed_units_per_second
_acceleration_units_per_second_squared = acceleration_units_per_second_squared
_sandbox_sprint_multiplier = sandbox_sprint_multiplier
## Toggles sandbox free flight and clears velocity exactly like the pre-M02 controller.
## Returns the new flight state.
func toggle_sandbox_flight() -> bool:
_is_flight_enabled = not _is_flight_enabled
_godot_world_velocity_units_per_second = Vector3.ZERO
return _is_flight_enabled
## Advances velocity by one physics step and returns local-world displacement.
## `godot_world_movement_basis` is the player basis on ground and camera-pivot basis in flight.
## Negative delta values are treated as zero and do not mutate velocity.
func advance(
move_intent: MoveIntent,
godot_world_movement_basis: Basis,
delta_seconds: float
) -> Vector3:
var safe_delta_seconds := maxf(delta_seconds, 0.0)
if is_zero_approx(safe_delta_seconds):
return Vector3.ZERO
var target_velocity := _calculate_target_velocity(move_intent, godot_world_movement_basis)
_godot_world_velocity_units_per_second = _godot_world_velocity_units_per_second.move_toward(
target_velocity,
_acceleration_units_per_second_squared * safe_delta_seconds
)
return _godot_world_velocity_units_per_second * safe_delta_seconds
func _calculate_target_velocity(move_intent: MoveIntent, godot_world_movement_basis: Basis) -> Vector3:
var forward_direction := -godot_world_movement_basis.z
var right_direction := godot_world_movement_basis.x
if not _is_flight_enabled:
forward_direction.y = 0.0
right_direction.y = 0.0
forward_direction = forward_direction.normalized()
right_direction = right_direction.normalized()
var forward_speed := (
_run_speed_units_per_second
if move_intent.forward_axis > 0.0
else _backward_speed_units_per_second
)
var speed_multiplier := _sandbox_sprint_multiplier if move_intent.is_sprint_requested else 1.0
var target_velocity := (
forward_direction * move_intent.forward_axis * forward_speed
+ right_direction * move_intent.strafe_axis * _strafe_speed_units_per_second
) * speed_multiplier
if _is_flight_enabled:
target_velocity.y += (
move_intent.vertical_axis
* _flight_vertical_speed_units_per_second
* speed_multiplier
)
return target_velocity
@@ -0,0 +1 @@
uid://dxlx5kloh7p5c

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