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120 Commits

Author SHA1 Message Date
sindoring 1b6c46870d docs(M03): accept M2 unique placement registry 2026-07-16 10:02:14 +04:00
sindoring 2342430439 merge M03 M2 unique placement registry 2026-07-16 10:01:34 +04:00
sindoring c41e8886a6 docs(coordination): hand off M2 unique registry 2026-07-16 10:01:23 +04:00
sindoring acb3a809bb refactor(M03): extract M2 unique placement registry 2026-07-16 10:01:09 +04:00
sindoring c13c993645 coord(M03): claim M2 unique placement registry 2026-07-16 09:54:44 +04:00
sindoring 57ae1b8f16 docs(M03): accept terrain chunk queue planner 2026-07-16 09:52:59 +04:00
sindoring 24aef13801 merge M03 terrain chunk queue planner 2026-07-16 09:52:22 +04:00
sindoring 4b90dbc1c1 docs(coordination): hand off terrain chunk queue planner 2026-07-16 09:52:18 +04:00
sindoring f800e11cd2 refactor(M03): extract terrain chunk queue planner 2026-07-16 09:52:01 +04:00
sindoring 0d2c820ea7 coord(M03): claim terrain chunk queue planner 2026-07-16 09:47:11 +04:00
sindoring b568768866 docs(M03): accept terrain chunk LOD planner 2026-07-16 09:45:09 +04:00
sindoring f36fabb8e1 merge M03 terrain chunk LOD planner 2026-07-16 09:44:31 +04:00
sindoring 9e69a8a95b docs(coordination): hand off terrain LOD planner 2026-07-16 09:44:27 +04:00
sindoring eb94cfc646 refactor(M03): extract terrain chunk LOD planner 2026-07-16 09:44:11 +04:00
sindoring aa21aafdfa coord(M03): claim terrain chunk LOD planner 2026-07-16 09:37:45 +04:00
sindoring ea08b8ef51 docs(M03): accept terrain mesh cache integration 2026-07-16 09:30:59 +04:00
sindoring 630a0c131d merge(M03): integrate terrain mesh cache service 2026-07-16 09:30:02 +04:00
sindoring 10815be766 coord(M03): hand off terrain mesh cache service 2026-07-16 09:29:55 +04:00
sindoring 97480e06bb refactor(M03): extract terrain quality mesh cache 2026-07-16 09:29:38 +04:00
sindoring 6617dfe74e coord(M03): claim terrain mesh cache service 2026-07-16 09:25:43 +04:00
sindoring 61bad09a9c docs(M03): accept entity presentation integration 2026-07-16 01:12:55 +04:00
sindoring 606770c525 merge(M03): integrate entity presentation facade 2026-07-16 01:12:21 +04:00
sindoring b73b2e74a2 coord(M03): hand off entity presentation facade 2026-07-16 01:12:17 +04:00
sindoring 1807c3a363 feat(M03): add entity presentation facade 2026-07-16 01:11:58 +04:00
sindoring 3c5880f190 coord(M03): extend entity presentation fixture claim 2026-07-16 01:05:21 +04:00
sindoring a7b2f9475b coord(M03): claim entity presentation facade 2026-07-16 01:04:32 +04:00
sindoring a85e416cb8 docs(M03): accept environment snapshot integration 2026-07-16 01:01:25 +04:00
sindoring c69abd634f merge(M03): integrate environment snapshot facade 2026-07-16 01:00:41 +04:00
sindoring cd23a62be8 coord(M03): hand off environment snapshot facade 2026-07-16 01:00:36 +04:00
sindoring 2ee647a220 feat(M03): add environment snapshot facade 2026-07-16 01:00:19 +04:00
sindoring 60f1e363c0 coord(M03): claim facade environment snapshot 2026-07-16 00:55:17 +04:00
sindoring cb103e1fde docs(M03): accept facade ground query integration 2026-07-16 00:52:46 +04:00
sindoring d6e5b530ef merge(M03): integrate ground query cold-start fix 2026-07-16 00:52:08 +04:00
sindoring 8c46065ada coord(M03): update ground query handoff 2026-07-16 00:52:04 +04:00
sindoring 9408d887ba fix(M03): support cold rendered ground sample startup 2026-07-16 00:51:52 +04:00
sindoring 80cb08422b merge(M03): integrate facade ground query 2026-07-16 00:49:53 +04:00
sindoring 0773de5977 coord(M03): hand off facade ground query 2026-07-16 00:49:47 +04:00
sindoring b697a896e8 rnd(M03): add rendered ground query facade 2026-07-16 00:49:28 +04:00
sindoring 6117e5282e coord(M03): claim facade ground query 2026-07-16 00:40:46 +04:00
sindoring 53d84ccc8a docs(M03): accept streamer internal access gate 2026-07-16 00:38:58 +04:00
sindoring 7e35de7f61 merge(M03): integrate streamer internal access gate 2026-07-16 00:37:29 +04:00
sindoring ba9f89691d coord(M03): hand off streamer access gate 2026-07-16 00:37:15 +04:00
sindoring b58bf2caa6 test(M03): enforce streamer internal access boundary 2026-07-16 00:37:00 +04:00
sindoring 52ea639d64 coord(M03): claim streamer internal access gate 2026-07-16 00:33:32 +04:00
sindoring a023d76eea docs(M03): accept render budget scheduler integration 2026-07-16 00:32:11 +04:00
sindoring 7ece2abea2 merge(M03): integrate render budget scheduler 2026-07-16 00:31:30 +04:00
sindoring 10c5d4cc12 coord(M03): hand off render budget scheduler 2026-07-16 00:31:21 +04:00
sindoring e52f703da5 rnd(M03): extract render budget scheduler 2026-07-16 00:31:01 +04:00
sindoring 91f0724ce2 coord(M03): claim render budget scheduler 2026-07-16 00:22:16 +04:00
sindoring 650d584ff0 docs(M03): accept streaming planner integration
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: post-merge planner/facade/focus/coordinate/manifest/shutdown and repository gates pass
Fidelity: target selection formulas and renderer behavior preserved
2026-07-16 00:11:57 +04:00
sindoring 643850c8ee Merge planner cold-start fix
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: stale-class-cache headless verifier passes
Fidelity: no planning behavior change
2026-07-16 00:11:20 +04:00
sindoring ad8fc41ace fix(M03): support cold planner startup
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: stale-class-cache headless planner verifier passes
Fidelity: type-resolution-only fix; planning behavior unchanged
2026-07-16 00:11:07 +04:00
sindoring d0f74f840b Merge work package M03-RND-STREAMING-PLANNER-001
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: planner/facade/focus/coordinate/manifest/shutdown contracts, dry-run and repository gates
Fidelity: preserves target sets, boundary prefetch, queue priority, caches and visible renderer behavior
2026-07-16 00:08:32 +04:00
sindoring 5b10288ff7 docs(M03): publish streaming planner handoff
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: planner and repository gates pass
Fidelity: no renderer policy or visual change
2026-07-16 00:08:24 +04:00
sindoring e887c3bad5 rnd(M03): extract streaming target planner
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: planner/facade/focus/coordinate/manifest/shutdown contracts, seven-checkpoint dry-run, repository gates
Fidelity: preserves wanted/retained radii, boundary prefetch, editor preview, queue priority and cache/render behavior
2026-07-16 00:08:02 +04:00
sindoring 0c24f96ae1 rnd(M03): claim streaming target planner
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: not run (coordination-only commit)
Fidelity: no runtime change
2026-07-15 23:58:57 +04:00
sindoring ad0532925a qar(M03): exclude reference projects from Godot imports
Work-Package: M03-QAR-REFERENCE-IMPORTS-001
Agent: sindo-main-codex
Tests: headless Godot rescan; nested reference repositories remain clean
Fidelity: reference-only tooling change; runtime and renderer behavior unchanged
2026-07-15 23:56:15 +04:00
sindoring 9c3f7018fb docs(M03): accept renderer facade integration
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: post-merge verification follows
Fidelity: no runtime change
2026-07-15 23:49:59 +04:00
sindoring a100cede46 Merge work package M03-RND-FACADE-001
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: facade/focus/coordinate/manifest contracts, dry-run, coordination and documentation gates
Fidelity: no renderer target, budget, cache or visual behavior change
2026-07-15 23:49:49 +04:00
sindoring 2466fd67d3 docs(M03): publish renderer facade handoff
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: facade/focus contracts and repository gates pass
Fidelity: no visual or streaming-policy change
2026-07-15 23:49:21 +04:00
sindoring 3d528e3bbf rnd(M03): introduce renderer facade seam
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: facade/focus/coordinate/manifest contracts, renderer dry-run, coordination and documentation gates
Fidelity: focus targets, budgets, queues, caches and visible renderer behavior remain unchanged
2026-07-15 23:48:53 +04:00
sindoring a629bedccf rnd(M03): claim renderer facade seam
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: not run (coordination-only commit)
Fidelity: no runtime change
2026-07-15 23:43:50 +04:00
sindoring 4f566b1957 Merge pull request 'qar(M02): close player decomposition milestone' (#28) from work/sindo-main-codex/m02-integrator-closeout into master
Reviewed-on: #28
2026-07-15 22:38:42 +03:00
sindoring d9c847c557 docs(M02): hand off milestone closeout
Work-Package: M02-QAR-INTEGRATOR-CLOSEOUT-001
Agent: sindo-main-codex
Tests: records complete post-merge and renderer verification
Fidelity: records direct, reference-only and open-gap classifications
2026-07-15 23:35:22 +04:00
sindoring 1bf5b526be qar(M02): close player decomposition milestone
Work-Package: M02-QAR-INTEGRATOR-CLOSEOUT-001
Agent: sindo-main-codex
Tests: all M02 contracts, renderer dry-run, documentation and coordination gates passed
Fidelity: direct binding evidence and reference-only timing/routing are separated; remaining locomotion/camera gaps stay explicit
2026-07-15 23:35:00 +04:00
sindoring 9275fbe04f reference, scenes 2026-07-15 23:32:50 +04:00
sindoring eb122d52a9 Merge pull request 'gmp(M02): add 3.3.5 input profile' (#27) from work/sindo-main-codex/m02-input-profile-335 into master
Reviewed-on: #27
2026-07-14 23:20:22 +03:00
sindoring e819eeb35b docs(M02): hand off 3.3.5 input profile
Work-Package: M02-GMP-INPUT-PROFILE-335-001
Agent: sindo-main-codex
Tests: records complete package and renderer verification
Fidelity: records private-source hashes, public reference revisions and remaining gaps
2026-07-15 00:18:03 +04:00
sindoring 8776a6b362 gmp(M02): add 3.3.5 input profile
Work-Package: M02-GMP-INPUT-PROFILE-335-001
Agent: sindo-main-codex
Tests: player input/movement/capability/terrain/camera/presentation, coordinate/streaming, docs/coordination and renderer dry-run passed
Fidelity: build-12340 binding hashes and selected defaults pinned; TrinityCore turn rate and WoWee mouse routing are compatibility references with explicit limits
2026-07-15 00:17:34 +04:00
sindoring c3094c9413 Merge pull request 'gmp(M02): gate debug movement capabilities' (#26) from work/sindo-main-codex/m02-sandbox-capabilities into master
Reviewed-on: #26
2026-07-14 22:58:54 +03:00
sindoring 7d5d13f702 docs(M02): publish movement capability handoff
Work-Package: M02-GMP-SANDBOX-CAPABILITIES-001

Agent: sindo-main-codex
2026-07-14 23:56:00 +04:00
sindoring 742c415885 gmp(M02): gate debug movement capabilities
Work-Package: M02-GMP-SANDBOX-CAPABILITIES-001

Agent: sindo-main-codex

Tests: capability/input/movement/terrain/camera/presentation; coordinate/streaming/docs/coordination; renderer dry-run 7/7

Fidelity: proves debug sprint/free-flight exclusion in Blizzlike335; no positive movement parity claim
2026-07-14 23:55:27 +04:00
sindoring 8c71e46872 Merge pull request 'rnd(M02): extract character presenters' (#25) from work/sindo-main-codex/m02-character-presentation into master
Reviewed-on: #25
2026-07-14 22:44:11 +03:00
sindoring ad820699bc docs(M02): publish character presentation handoff
Work-Package: M02-RND-CHARACTER-PRESENTATION-001

Agent: sindo-main-codex
2026-07-14 23:42:42 +04:00
sindoring 97bb53f6cd rnd(M02): extract character presenters
Work-Package: M02-RND-CHARACTER-PRESENTATION-001

Agent: sindo-main-codex

Tests: presentation/input/movement/terrain/camera regressions; coordinate/streaming/docs/coordination gates; renderer dry-run 7/7

Fidelity: preserves current sandbox model/outfit and Stand/Idle/Run/Walk behavior; build-12340 parity remains unverified
2026-07-14 23:42:12 +04:00
sindoring 68e6f60d90 Merge pull request 'rnd(M02): extract third-person camera rig' (#24) from work/sindo-main-codex/m02-camera-rig into master
Reviewed-on: #24
2026-07-14 22:30:33 +03:00
sindoring 02dec23c2a docs(M02): publish camera rig handoff
Work-Package: M02-RND-CAMERA-001
2026-07-14 23:27:41 +04:00
sindoring 8c1cf9be36 rnd(M02): extract third-person camera rig
Work-Package: M02-RND-CAMERA-001
2026-07-14 23:27:03 +04:00
sindoring f5bb64e6c7 Merge pull request 'gmp(M02): extract player terrain query' (#23) from work/sindo-main-codex/m02-terrain-query into master
Reviewed-on: #23
2026-07-14 22:17:12 +03:00
sindoring 0ce3cae208 docs(M02): publish terrain query handoff
Work-Package: M02-GMP-TERRAIN-QUERY-001
Agent: sindo-main-codex
Tests: coordination and documentation gates; diff check
Fidelity: documents inherited height/snap regression and remaining collision evidence gap
2026-07-14 23:11:23 +04:00
sindoring a45d521567 gmp(M02): extract player terrain query
Work-Package: M02-GMP-TERRAIN-QUERY-001
Agent: sindo-main-codex
Tests: terrain query, player input and movement regressions; asset-free scene; renderer dry-run; coordinate, streaming, documentation and coordination gates
Fidelity: preserves existing ADT outer-grid interpolation and player ground snap; build-12340 collision parity remains unverified
2026-07-14 23:10:55 +04:00
sindoring 5206c42cf0 Merge pull request 'gmp(M02): extract local player movement' (#22) from work/sindo-main-codex/m02-local-movement into master
Reviewed-on: #22
2026-07-14 22:01:21 +03:00
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
230 changed files with 15260 additions and 1016 deletions
+4
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@@ -35,3 +35,7 @@
# CMake build директория
/src/native/build/
# Local root-level diagnostic capture logs
/*.stdout.log
/*.stderr.log
+202 -1
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@@ -25,7 +25,8 @@ Paired run 2026-07-11 подтвердил крупный coordinate/placement g
## Основные файлы
- `src/scenes/streaming/streaming_world_loader.gd` - главный runtime streamer мира.
- `src/render/world_render_facade.gd` - стабильная граница runtime/tools для focus и metrics.
- `src/scenes/streaming/streaming_world_loader.gd` - внутренний runtime streamer мира.
- `src/scenes/streaming/eastern_kingdoms_streaming.tscn` - текущая сцена для проверки Azeroth/Eastern Kingdoms.
- `addons/mpq_extractor/loaders/adt_builder.gd` - сборка ADT terrain, control splat материалов и MH2O liquids.
- `addons/mpq_extractor/loaders/m2_builder.gd` - сборка статического M2 mesh/material.
@@ -830,6 +831,206 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
- 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.
## 2026-07-15 WorldRenderFacade First Seam
- Runtime streaming scenes, checkpoint capture and renderer probes now submit
typed focus through `WorldRenderFacade`; those callers no longer call the
monolithic streamer's focus methods or configure its focus source directly.
- Baseline capture reads queue/cache/activity counts through
`renderer_metrics_snapshot()`. The facade returns a deep copy, so diagnostics
cannot mutate renderer-owned state.
- `StreamingWorldLoader` remains the internal implementation and still owns all
queues, tasks, caches, nodes and RIDs. The facade adds no parallel state or
replacement scheduler.
- This package does not alter targets, budgets, cache versions, placement,
visibility, materials or animation. Environment, entity visuals and ground
query remain explicit follow-up facade contracts in M03.
## 2026-07-15 StreamingTargetPlanner Extraction
- Runtime and editor wanted/retained ADT set calculation now lives in the
scene-free `StreamingTargetPlanner`.
- `StreamingTargetPolicy` preserves existing chunk/tile radii, warm/prewarm/
retain margins and the clamped boundary-prefetch threshold.
- `StreamingTargetPlan` freezes its focus/wanted/retained result; the streamer
still owns available paths, load-queue distance sorting, loaded-tile LOD/detail
state, async work, caches, nodes and RIDs.
- Asset-free fixtures cover center, edge/corner prefetch, catalog filtering,
clamp and editor behavior plus bounded High-like iteration timing.
- Cache versions, quality profiles, queue priority and visible rendering rules
are unchanged by the extraction.
## 2026-07-16 RenderBudgetScheduler Extraction
- The scene-free `RenderBudgetScheduler` now owns the per-frame counters for 16
named renderer operation lanes. It owns no queue, task, cache, Node or RID.
- `StreamingWorldLoader` snapshots its existing exported limits once per process
frame and asks for a boolean permit immediately before each historically
budgeted operation.
- Chunk removals and creations intentionally share one `chunk_geometry` lane;
the existing removal-first drain order and combined limit are preserved.
- Loader teardown cancels permit issuance before waiting for asynchronous work.
Existing worker/result staleness checks and resource cleanup remain unchanged.
- Asset-free contracts cover exact bounds, independent/shared lanes, frame reset,
invalid inputs, terminal cancellation, detached diagnostics and hot-path timing.
- Defaults, quality presets, queue order, cache versions and visible rendering
rules are unchanged. Asset-backed p95/p99 comparison remains required.
## 2026-07-16 Streamer Internal Access Gate
- `verify_renderer_internal_access.gd` derives private queue, task, cache and
tile-state field names from `StreamingWorldLoader` declarations and rejects
external member/reflection access in gameplay and Godot `EditorPlugin` package sources.
- The gate follows the implementation inventory instead of duplicating a manual
list, so a newly named private renderer field is covered automatically when it
matches those ownership categories.
- Scene composition may still reference the loader script and the facade's
implementation path; those are composition details, not mutable queue access.
- Renderer diagnostic probes are added explicitly as their facade contracts land.
- This is a source-only boundary check and changes no renderer behavior or fidelity.
## 2026-07-16 Rendered Ground Query Facade
- `WorldRenderFacade.sample_ground_height()` accepts `GodotWorldPosition` and
returns renderer-owned immutable `RenderedGroundSample` from already loaded
quality/tile-LOD render meshes, avoiding a render-to-gameplay dependency.
- Its factories load the predeclared Script path instead of relying on a warm
global-class cache; a dedicated cold-start verifier covers this bootstrap path.
- `renderer_ground_query_snapshot()` preserves the terrain probe's tile readiness,
queue position, mesh bounds and nearby seam-fallback diagnostics as a detached
Dictionary; callers receive no queue, tile-state, Mesh or Node reference.
- `probe_render_terrain_height.gd` now uses this facade snapshot and no longer reads
`_tile_states`, `_tile_load_queue`, `_tile_loading_tasks` or `_available_tiles`.
- Gameplay continues using the independently composed M02 `TerrainQuery`/
`AdtTerrainQuery`. Loaded render meshes are diagnostic and are not authoritative
movement collision.
- The ray height, 3x3 tile search and `2/5/10/20/40`-unit nearby fallback are
preserved. No terrain geometry, cache, streaming or visual behavior changed.
## 2026-07-16 Terrain Chunk LOD Planner Extraction
- `TerrainChunkLodPlanner` now owns the pure mapping from populated parsed ADT
chunk indices to desired terrain LOD 0/1/2.
- `TerrainChunkLodPolicy` snapshots the existing enabled flag, three raw chunk
radii and chunk size once per streaming-target application.
- Horizontal XZ distance to the chunk center, inclusive squared thresholds,
sparse-index omission and historical negative-radius squaring are unchanged.
- `StreamingWorldLoader` still owns tile/chunk state, queues, operation budgets,
creation/removal, Mesh/Node/RID finalization and tile-LOD fallback.
- Cache formats, quality presets and visible behavior are unchanged. The
scene-free contract is formula evidence only; asset-backed p95/p99 and visual
acceptance remain required.
## 2026-07-16 Terrain Chunk Geometry Queue Planner Extraction
- `TerrainChunkGeometryQueuePlanner` now compares current and desired chunk state
and returns fresh chunk create/remove request arrays.
- LOD mismatches and absent chunks retain the existing request shape; creates
remain sorted by horizontal distance from chunk origin to streaming focus.
- Desired tile LOD still removes every current chunk, while sparse parsed chunk
records retain the existing tile-origin distance fallback.
- `StreamingWorldLoader` still owns queue storage/drains, removal-first execution,
the shared `chunk_geometry` budget lane and every Mesh/Node/RID side effect.
- Cache formats, quality profiles and visual rules are unchanged. Asset-backed
p95/p99 and visual acceptance remain required.
## 2026-07-16 M2 Unique Placement Registry Extraction
- `M2UniquePlacementRegistry` now owns positive ADT `MDDF.uniqueId` reservations
across streamed tiles using the existing `uid:<decimal>` keys.
- Missing/zero/negative IDs remain untracked; duplicates inside one reservation
call are suppressed and another tile records one skipped key until owner release.
- Owner release still lets the loader find eligible waiting tiles and enqueue the
existing detail retry path. First ownership remains tile-processing-order based.
- `StreamingWorldLoader` still owns tile state, retry queues, grouping/build tasks,
M2 caches, MultiMesh/Node/Mesh/material/RID creation and all operation budgets.
- M2/ADT cache formats, transforms, profiles and visible rules are unchanged.
Asset-backed cross-boundary p95/p99 and visual acceptance remain required.
## 2026-07-16 World Environment Snapshot Facade
- `WorldEnvironmentSnapshot` carries one immutable finite time-of-day value,
normalized to `[0, 24)` hours; invalid non-finite input is explicit.
- `WorldRenderFacade.apply_environment_snapshot()` delegates the snapshot to the
scene-owned `WowSkyController`. The facade owns no `Environment`, sun, skybox,
shader global or DBC sampling state.
- Checkpoint capture now submits its manifest time through the facade instead of
locating `WowSkyController` and mutating `use_system_time`, `time_speed` and
`fixed_time_hours` directly.
- Applying a snapshot performs the same three fixed-clock assignments as the old
capture path. Light/Area/Skybox DBC lookup, interpolation, fog, sun and shader
behavior remain unchanged; weather and indoor environment state are follow-up work.
## 2026-07-16 World Entity Presentation Facade
- `EntityPresentationSnapshot` contract version 1 combines session `EntityId`,
typed Godot world position, visual PackedScene path, finite yaw/scale and visibility.
- `WorldRenderFacade.present_entity()` and `remove_entity()` delegate to an explicit
scene-owned `WorldEntityPresenter`; both runtime scenes compose that service.
- The presenter owns only visual subtrees. Same-path snapshots update transform/
visibility, changed paths replace after successful instantiation, and removal
detaches plus queues the owned root for deletion.
- The local player, authoritative state, GUID mapping and asset/display selection
remain outside this service. Runtime emits no entity commands yet, so baseline
output is unchanged.
- PackedScene loading is currently synchronous on create/replace and is a documented
prototype limitation, not an accepted network-scale frame-critical path.
## 2026-07-16 Terrain Quality Mesh Cache Extraction
- `TerrainQualityMeshCache` now owns full-quality terrain revisit Mesh references,
tile-key LRU order and source admission outside `StreamingWorldLoader`.
- The historical rules are unchanged: successful restore touches newest; store
trims oldest to `terrain_quality_mesh_cache_limit`; zero/negative capacity keeps
no entries; control-splat/splat sources are never retained in this revisit cache.
- The loader keeps three narrow adapters: restore into tile state, store after a
full-quality result and clear during existing world reset/shutdown.
- ADT parsing, quality tasks/results, tile state, cache format versions, material/
Node/RID finalization, budgets and visible terrain behavior remain loader-owned.
## 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.
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -1,6 +1,7 @@
# 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
@@ -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
+113
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@@ -0,0 +1,113 @@
# 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 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-INPUT-001:14dead1 -->
## 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.
@@ -0,0 +1,136 @@
# M02-GMP-INPUT-PROFILE-335-001 — WoW 3.3.5a input profile
<!-- OPENWC_CLAIM:M02-GMP-INPUT-PROFILE-335-001:sindo-main-codex:2026-07-17 -->
## Ownership
- Target: M02
- Program: GMP/QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-input-profile-335`
- Lease expires UTC: 2026-07-17
- Integrator: M02 milestone integrator
## Outcome
Add a profile-aware, remappable `Blizzlike335` input path whose default movement
bindings match the extracted build-12340 binding table while preserving the
existing `RenderSandbox` controls. Add deterministic turn intent and keyboard
turn consumption at the server-contract default turn rate.
## Non-goals
- Implement jump/fall/swim, network prediction or server reconciliation.
- Claim complete movement or camera parity from binding and turn-rate evidence.
- Persist user keybindings or build keybinding UI.
- Commit proprietary extracted client files.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/tests/fixtures/player_input_profile_335.json`, this claim
- Shared/hotspots: `project.godot`, `src/domain/input/move_intent.gd`,
`src/gameplay/input/player_input_actions.gd`,
`src/gameplay/input/player_input_source.gd`,
`src/gameplay/movement/local_player_movement_controller.gd`,
`src/scenes/player/third_person_wow_controller.gd`,
`src/scenes/player/third_person_camera_rig.gd`, player/movement verifiers
and regression scene, `docs/modules/player-input.md`,
`docs/modules/local-player-movement.md`, `docs/modules/third-person-camera.md`
- Generated/ignored: local `.godot`, native DLL and proprietary extracted corpus
## Contracts and data
- `MoveIntent` gains an immutable, clamped signed turn axis.
- `PlayerInputSource` selects explicit sandbox or compatibility action sets at
construction and routes compatibility A/D to strafe while camera rotation is held.
- `LocalPlayerMovementController` converts turn intent into a deterministic yaw
delta without reading engine input or owning a scene transform.
- A sanitized JSON fixture records selected binding facts, source hashes and the
pinned TrinityCore 3.3.5 server-contract commit.
## Dependencies
- Requires: merged sandbox capability package on master `c3094c9`.
- Blocks: final M02 integration audit and milestone closeout.
- External state: local extracted build-12340 binding files are evidence inputs
only; committed tests are reproducible without them.
## Verification
- Fixture schema/provenance and selected default-binding regression.
- Pure profile composition, A/D turn, Q/E strafe and camera-held A/D strafe cases.
- Deterministic turn-rate and controller integration regression.
- Existing M02 and repository gates remain required.
## Documentation deliverables
- Updated input/movement public API, profile matrix, data flow, sequence,
failure/recovery, fidelity provenance and source maps.
## Simplicity and naming
- Important names: `turn_axis`, `BLIZZLIKE_STRAFE_LEFT`, `TURN_LEFT`.
- Simplest approach: one profile selection at composition plus one scalar intent.
- Rejected complexity: input-context framework, command bus and persisted binding store.
- Unavoidable complexity: compatibility A/D behavior depends on camera-rotate state.
- Measured optimization evidence: not applicable.
## Status
- State: ready-for-review
- Done: added distinct remappable profiles, signed turn intent/controller path,
camera-yaw synchronization, sanitized provenance fixture, regression coverage
and updated module specifications
- Next: milestone integrator reviews and merges `8776a6b`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-GMP-INPUT-PROFILE-335-001:8776a6b -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-INPUT-PROFILE-335-001:eb122d5 -->
## Handoff
- Branch/commit: `work/sindo-main-codex/m02-input-profile-335` at `8776a6b`.
- Outcome: `RenderSandbox` retains A/D strafe and debug E/Q/Space/Shift behavior;
`Blizzlike335` now samples W/S and Up/Down forward/back, Q/E strafe, A/D and
Left/Right turn, with A/D routed to strafe while right-mouse rotation is active.
- Public contracts: `MoveIntent.turn_axis`; profile-selecting
`PlayerInputSource.new(profile_id)`; pure compatibility composition;
`LocalPlayerMovementController.calculate_yaw_delta_radians(...)`; camera yaw
synchronization after keyboard turn. Unknown input profiles fail closed to
`Blizzlike335`.
- Project configuration: four additive compatibility actions; existing action
names and sandbox mappings remain valid. W/S also gain the original Up/Down
secondary defaults.
- Verification: player input `actions=16 intent_cases=9 profiles=3 fixture=1
controller=1 regression_scene=3`; movement `cases=15 state_transitions=2`;
capabilities `profiles=3 sprint=2 flight=2 scenes=2`; terrain
`contract=4 interpolation=1 cache=1 failures=2`; camera
`state_cases=12 policy_cases=3`; presentation `appearance_cases=9
animation_cases=10`; coordinate boundaries `files=101`; StreamingFocus
`runtime_scenes=2 capture_tools=3`.
- Renderer: unified dry-run passed project/material/dedupe/cache/manifest/
calibration/coordinate/server-spawn gates and planned all seven checkpoints;
coordinate gate reported `files=103`. Missing proprietary GLB/DBC/ADT inputs
produced the expected diagnostics only.
- Repository gates: documentation `module_specs=8`; coordination
`fallback_claims=31`, with the same five unrelated expired M00 warnings.
- Fidelity: local build-12340 `DefaultBindings.wtf` SHA-256
`35FFA0E4E2356A13A0633A848F9E57ABE7DF9D8A16C2245E15D33013AD2F56A5`
and `Bindings.xml` SHA-256
`2E01276AFB7462F1417710F13B4BF1A456341F7F28CC8AE0D6D9C7442D7F6793`
were rechecked and selected facts sanitized into the committed fixture.
TrinityCore revision `2853a621d6af91a803787a2b8a509f4ce3e0300d` supplies the
3.141594 rad/s player server-contract turn rate. WoWee revision
`626243e937fb93965fa583a6507ed5a1aa7dda4b` supports right-mouse A/D routing.
- Fidelity limits: server turn rate and public reference routing are not direct
original-client timing/behavior proof. Jump, autorun and left-button
camera/select defaults are recorded but not implemented. This package does
not claim complete input, movement or camera parity.
- Migration/cache: no persisted settings or cache schema. Future saved bindings
must migrate stable action names; current project users receive additive actions.
- Documentation: updated input, movement and camera APIs, inputs/outputs, data
flow, sequence, ownership, failure/recovery, configuration, fidelity and source maps.
- Recommended merge order: merge after sandbox capabilities (already on master),
then run the final M02 integration/evidence audit without marking the target
done solely from this package.
+118
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@@ -0,0 +1,118 @@
# 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 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-MOVEMENT-001:5206c42 -->
## 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.
@@ -0,0 +1,127 @@
# M02-GMP-SANDBOX-CAPABILITIES-001 — Debug movement capability gate
<!-- OPENWC_CLAIM:M02-GMP-SANDBOX-CAPABILITIES-001:sindo-main-codex:2026-07-16 -->
## Ownership
- Target: M02
- Program: GMP/FND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-sandbox-capabilities`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Introduce an immutable local-player movement capability contract and require it
at the movement boundary so debug sprint and free flight execute only in the
explicit `RenderSandbox` profile and are rejected by `Blizzlike335`.
## Non-goals
- Claim that current movement values or `Blizzlike335` locomotion are 1:1.
- Build a global application/profile framework before the application shell exists.
- Remove debug Input Map actions or change their current sandbox bindings.
- Implement jump, fall, swim, collision, server authority or reconciliation.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/gameplay/movement/player_movement_capabilities.gd`,
`src/tools/verify_player_movement_capabilities.gd`, this claim
- Shared/hotspots: `src/gameplay/movement/local_player_movement_controller.gd`,
`src/scenes/player/third_person_wow_controller.gd`, movement/input verifiers,
player regression scene, `docs/modules/local-player-movement.md`,
`docs/modules/player-input.md`
- Generated/ignored: local `.godot`, native DLL, generated resources and renderer corpus
## Contracts and data
- `PlayerMovementCapabilities` owns immutable profile ID plus explicit debug
sprint/flight booleans and safe named factories.
- `LocalPlayerMovementController` requires the capability value; missing input
falls back to `Blizzlike335`, never sandbox.
- Player scene maps its exported profile selection once at the composition boundary.
- Input actions and `MoveIntent` remain unchanged; rejected debug requests have no effect.
## Dependencies
- Requires: merged character presentation package on master `8c71e46`.
- Blocks: final M02 integration audit and milestone closeout.
- External state: none; verification is asset-free.
## Verification
- Pure profile factory/default and immutability regression.
- Sprint accepted in RenderSandbox and ignored in Blizzlike335.
- Flight toggle/vertical basis accepted in RenderSandbox and rejected in Blizzlike335.
- Real regression scene verifies both profile compositions.
- Existing input/movement/terrain/camera/presentation and renderer gates remain required.
- Fidelity evidence: negative proof that debug capabilities cannot affect the
compatibility profile; no positive movement parity claim.
## Documentation deliverables
- Inline public API and profile semantics on the capability/controller boundary.
- Updated movement and input specs: API, inputs/outputs, data flow, lifecycle,
failure/recovery, capability matrix and source map.
## Simplicity and naming
- Important name: `PlayerMovementCapabilities`.
- Simplest approach: one immutable value injected into the existing controller.
- Rejected complexity: autoload singleton, generic feature-flag service and global profile registry.
- Unavoidable complexity: one profile-to-capability mapping at scene composition.
- Measured optimization evidence: not applicable.
## Status
- State: ready-for-review
- Done: added immutable capability contract, gated sprint/free-flight, covered
pure and real-scene profiles and updated movement/input specifications
- Next: milestone integrator reviews and merges `742c415`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-GMP-SANDBOX-CAPABILITIES-001:742c415 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-SANDBOX-CAPABILITIES-001:c3094c9 -->
## Handoff
- Branch/commit: `work/sindo-main-codex/m02-sandbox-capabilities` at `742c415`.
- Outcome: debug sprint and free flight now require explicit
`PlayerMovementCapabilities.render_sandbox()`; `Blizzlike335`, unknown and
null capability inputs reject both effects.
- Public contract: immutable profile ID plus `allows_debug_sprint` and
`allows_debug_free_flight`; named factories map configuration once at the
composition boundary. The movement controller exposes its effective profile ID.
- Runtime composition: `ThirdPersonWowController.movement_profile_id` defaults
to `RenderSandbox`, preserving renderer-scene behavior. Selecting
`Blizzlike335` keeps ordinary movement while ignoring Shift/Space/E/Q effects.
- Verification: capability `profiles=3 sprint=2 flight=2 scenes=2 boundary=1`,
movement `cases=12 state_transitions=2`, input `actions=12 intent_cases=6`,
terrain `contract=4 interpolation=1 cache=1 failures=2`, camera
`state_cases=12 policy_cases=3`, presentation
`appearance_cases=9 animation_cases=10`, coordinate boundaries
`files=101 consumers=5`, and StreamingFocus `runtime_scenes=2 capture_tools=3` passed.
- Renderer: dry-run passed project/material/dedupe/cache/manifest/calibration/
coordinate/server-spawn gates and planned all seven checkpoints; the combined
run reported coordinate `files=103`. Missing proprietary GLB/DBC/ADT inputs
produced the expected diagnostics only.
- Repository gates: documentation `module_specs=8`, coordination
`fallback_claims=30`; five unrelated expired M00 claim warnings remain.
- Fidelity: this package provides negative evidence that sandbox-only debug
movement cannot alter the `Blizzlike335` profile. It does not prove ordinary
movement, bindings, flight or timing match build 12340.
- Migration: direct `LocalPlayerMovementController.new(...)` callers that need
debug behavior must now pass `render_sandbox()`; omitted/null capability is
intentionally compatibility-safe. Existing repository scenes require no edit.
- Cache/persistence: no schema, cache, binding or stored-profile migration.
- Local ignored inputs: native extension DLL, UID cache and generated ADT
resource scripts supported renderer verification and are not committed.
- Risks: runtime renderer scenes still default to `RenderSandbox`; the future
application shell must explicitly choose its profile. `Blizzlike335` currently
guarantees only debug exclusion, not complete movement fidelity.
- Recommended merge order: merge after presentation (already on master), then
perform the final M02 integration/evidence audit before any target closeout.
- Documentation: updated movement/input API, inputs/outputs, data flow, state,
sequence, ownership, failure/recovery, capabilities, verification and source maps.
@@ -0,0 +1,119 @@
# M02-GMP-TERRAIN-QUERY-001 — Player terrain query boundary
<!-- OPENWC_CLAIM:M02-GMP-TERRAIN-QUERY-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-TERRAIN-QUERY-001:a45d521 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-TERRAIN-QUERY-001:f5bb64e -->
## Ownership
- Target: M02
- Program: GMP/RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-terrain-query`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Introduce a typed `TerrainQuery` boundary and move ADT loading, caching, chunk
selection and height interpolation out of `ThirdPersonWowController` without
changing current spawn/ground-snap behavior.
## Non-goals
- Change ADT topology, coordinate formulas, terrain mesh or renderer caches.
- Add physics collision, slopes, water, jump/fall/swim or server movement.
- Reuse the streaming renderer cache before its public terrain-query contract exists.
- Extract camera or character presentation.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/gameplay/terrain/`, `src/tools/verify_terrain_query.gd`,
`docs/modules/terrain-query.md`, this claim
- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
`src/tools/verify_player_input.gd`,
`src/tools/verify_coordinate_conversion_boundaries.gd`,
`docs/modules/local-player-movement.md`,
`docs/modules/README.md`
- Generated/ignored: local `.godot`, native DLL, generated ADT resources and renderer corpus
## Contracts and data
- Public API: `TerrainQuery.sample_ground_height(GodotWorldPosition)` returning
immutable `TerrainGroundSample`
- Production adapter: `AdtTerrainQuery` with owned per-tile parse cache
- Test/data-source seam: optional ADT tile loader callable at construction
- Coordinate contract version, ADT format, renderer cache and persistence: unchanged
- Consumers: current player scene; future movement/collision policies
## Dependencies
- Requires: merged movement controller on master `5206c42`
- Blocks: camera/presentation extraction from the player hotspot
- External state: production uses existing native `ADTLoader`; synthetic tests need no proprietary data
## Verification
- Commands: synthetic height/cache/failure verifier, player input/movement
regressions, asset-free scene, coordinate/StreamingFocus gates, renderer dry-run
and repository gates
- Fixtures: synthetic 145-height chunk payload and injected flat terrain query
- Fidelity evidence: preserves existing outer-grid bilinear interpolation,
spawn ground offset and per-tick snap formula only
- Performance budget: one cached tile lookup and local interpolation per ground query;
no new I/O after first tile load
## Documentation deliverables
- Inline public API docs for query, sample and ADT adapter
- Terrain-query module spec with inputs/outputs, data-flow, cache lifecycle and sequence diagrams
- Updated movement/coordinate consumer boundaries, source maps and module registry
## Simplicity and naming
- Important names: `TerrainQuery`, `TerrainGroundSample`, `AdtTerrainQuery`
- Simplest approach: one narrow query contract, one typed result and one existing-format adapter
- Rejected complexity: general collision framework, terrain service locator and renderer-cache coupling
- Unavoidable complexity: ADT 145-height layout and chunk lookup stay isolated in adapter
- Measured optimization evidence: existing per-tile cache retained; no new optimization
## Status
- State: ready-for-review
- Done: typed query/sample contract, cached ADT adapter, player migration,
synthetic interpolation/cache/failure tests, injected scene regression and documentation
- Next: M02 integrator reviews and merges before camera-rig extraction
- Blocked by:
## Handoff
- Commit: `a45d521`
- Branch: `work/sindo-main-codex/m02-terrain-query`
- Outcome: `ThirdPersonWowController` no longer loads ADTs, caches tile
dictionaries, selects chunks or interpolates height grids. It consumes a
replaceable typed `TerrainQuery` and retains only existing offset/snap policy.
- Public contracts: additive immutable `TerrainGroundSample`, replaceable
`TerrainQuery`, cached `AdtTerrainQuery` and player `set_terrain_query`.
Coordinate contract version, ADT/native format and renderer caches are unchanged.
- Verification: `TERRAIN_QUERY PASS contract=4 interpolation=1 cache=1
failures=2 player_injection=1`; player-input and local-movement regressions
passed; asset-free scene exited `0`; coordinate boundary passed with five
required consumers and StreamingFocus passed; renderer dry-run passed eight
pre-capture gates and seven checkpoint plans; coordination/documentation/diff gates passed.
- Fidelity: synthetic fractional-grid fixture locks the inherited 145-height
outer-grid bilinear result within `0.002` Godot units; injected scene locks
spawn offset `0.05` and physics snap. This is sandbox-regression evidence,
not build-12340 triangle/hole/collision parity.
- Local verification inputs: 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 all contract steps returned success.
- Rebuild/migration: none; caches are transient and existing formats remain unchanged.
- Remaining risks: first ADT parse remains synchronous as before; unavailable
tiles cache until query replacement; player still owns snap policy; exact
ADT triangle choice, holes, slopes, liquids and collision remain open.
- Documentation: inline public APIs plus `docs/modules/terrain-query.md` with
inputs/outputs, data-flow, cache state and cross-boundary sequence diagrams,
ownership, failure/recovery, capability status and source map. Coordinate and
movement consumer specifications were updated.
@@ -0,0 +1,111 @@
# M02-QAR-INTEGRATOR-CLOSEOUT-001 — M02 milestone closeout
<!-- OPENWC_CLAIM:M02-QAR-INTEGRATOR-CLOSEOUT-001:sindo-main-codex:2026-07-17 -->
## Ownership
- Target: M02
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-integrator-closeout`
- Lease expires UTC: 2026-07-17
- Integrator: sindo-main-codex, continuing the user-directed milestone workflow on 2026-07-15
## Outcome
Audit every merged M02 package on current master, record final structural and
fidelity evidence, close M02 and activate M03 only when all target and repository
gates pass.
## Non-goals
- Change player, movement, terrain, camera, presentation or renderer behavior.
- Claim complete WoW 3.3.5a locomotion/camera parity.
- Implement recorded jump/fall/swim/fly, collision or timing gaps.
- Commit proprietary assets, generated UIDs, caches or user scene changes.
## Paths
- Exclusive: M02/M03 target status, M02 final Evidence, all M02 claim acceptance markers
- Shared/hotspots: `targets/README.md`, `targets/DEVELOPMENT_ROADMAP.md`, this claim
- Generated/ignored: local Godot imports, native DLL, renderer corpus and `user://` reports
## Contracts and data
- Runtime APIs, Input Map actions, fixture schemas and cache formats: unchanged
- Consumers: milestone sequence and future M03 renderer-facade packages
- Fidelity classification distinguishes direct build-12340 binding evidence,
server/reference compatibility evidence and explicitly unverified gaps
## Dependencies
- Requires: all seven M02 READY packages integrated through master `eb122d5`
- Blocks: M03 activation
- External state: private original-client files are hash/provenance inputs only
## Verification
- Commands: all M02 input/movement/capability/terrain/camera/presentation tests,
coordinate/streaming boundaries, unified renderer dry-run, documentation,
coordination and diff hygiene
- Fidelity evidence: build-12340 default binding hashes and selected facts;
pinned TrinityCore turn rate; public reference routing; explicit remaining gaps
- Performance: no runtime change; renderer baseline remains the performance guard
## Documentation deliverables
- M02 final target Evidence/checklist and limitation statement
- M02 claim integration-acceptance markers
- Target index and roadmap transition to M03
- Existing API/module specifications and diagrams audited without behavioral edits
## Simplicity and naming
- Important names introduced: none beyond the closeout work-package ID
- Simplest approach: evidence/status-only integrator patch
- Rejected complexity: behavioral fixes or a new closeout framework
- Unavoidable complexity: explicit evidence classification prevents false 1:1 claims
## Status
- State: ready-for-review
- Done: accepted seven M02 packages, reran post-merge gates, recorded complete
target Evidence, closed M02 and activated M03
- Next: merge closeout commit `1bf5b52` before starting an M03 implementation claim
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-QAR-INTEGRATOR-CLOSEOUT-001:1bf5b52 -->
## Handoff
- Commit: `1bf5b52`.
- Branch: `work/sindo-main-codex/m02-integrator-closeout`.
- Outcome: M02 is `DONE` with all eight structural checklist items and complete
classified Evidence; M03 is the only `ACTIVE` target and the target index/
roadmap point to renderer-facade extraction.
- Integration audit: all seven READY implementation commits are ancestors of
merged master `eb122d5`; their claims now carry the corresponding
`OPENWC_INTEGRATION:ACCEPTED` merge markers.
- Verification: input `16/9/3/1/3`, movement `15` cases and `2` transitions,
capability `3` profiles and `2` scenes, terrain `4/1/1/2`, camera `12/3`,
presentation `9/10/3`, coordinate boundaries `103` files and StreamingFocus
`2` runtime scenes/`3` capture tools all passed. Unified renderer dry-run
passed project/material/dedupe/shutdown gates, manifest `7/7/7`, calibration
maximum error `0.000015`, server-spawn renderer and seven checkpoint plans.
- Repository gates: documentation passed with `8` module specs and `7` required
files. Coordination passed with one active target; `13` expired M00 claim
warnings are historical and unrelated to M02.
- Fidelity: direct build-12340 binding hashes/facts are preserved in the
sanitized fixture. TrinityCore turn rate and WoWee mouse routing remain
explicitly reference-only. Translation speeds/camera values are sandbox
regressions, and jump/fall/swim/fly parity remains unimplemented/unverified.
Debug sprint/free flight is negatively proven absent from `Blizzlike335`.
- Remaining risks: target Evidence carries exact follow-up scope for M09/M10/M12:
movement/camera timing, jump/fall/swim/fly, autorun/LMB semantics, active
collision, terrain/liquid policy, persisted bindings, server authority and
prediction/reconciliation. No complete `1:1` claim is made.
- Runtime/cache/migration: no behavioral change, dependency, cache schema or
persisted settings migration in closeout.
- Documentation: M02 target Evidence/checklist, seven acceptance markers,
target index and roadmap state updated. Existing input, movement, terrain,
camera and presentation API/module specs and diagrams passed the documentation gate.
+119
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@@ -0,0 +1,119 @@
# M02-RND-CAMERA-001 — Third-person camera rig boundary
<!-- OPENWC_CLAIM:M02-RND-CAMERA-001:sindo-main-codex:2026-07-16 -->
## Ownership
- Target: M02
- Program: RND/GMP
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-camera-rig`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Move mouse capture, orbit yaw/pitch, zoom state and Camera3D transforms from
`ThirdPersonWowController` into a reusable `ThirdPersonCameraRig`, with an
explicit replaceable camera-collision policy that preserves the current
no-collision sandbox baseline.
## Non-goals
- Enable a new collision/raycast behavior before build-12340 comparison.
- Change initial yaw/pitch, zoom limits, sensitivity, FOV, far plane or camera path.
- Implement first-person, follow lag, shoulder offsets or cinematic cameras.
- Change movement, terrain query, character presentation or renderer streaming focus.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/scenes/player/third_person_camera_rig.gd`,
`src/scenes/player/camera_collision_policy.gd`,
`src/scenes/player/no_camera_collision_policy.gd`,
`src/tools/verify_third_person_camera_rig.gd`,
`docs/modules/third-person-camera.md`, this claim
- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
runtime streaming scenes, player regression scene,
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`,
`docs/modules/local-player-movement.md`, `docs/modules/README.md`
- Generated/ignored: local `.godot`, native DLL, generated resources and renderer corpus
## Contracts and data
- Public API: `ThirdPersonCameraRig.initialize_for_character`,
`handle_camera_input`, `godot_world_flight_movement_basis`, state getters and
`set_collision_policy`
- Policy: `CameraCollisionPolicy.resolve_camera_distance`; default
`NoCameraCollisionPolicy` returns requested distance unchanged
- Scene paths and renderer camera path remain unchanged
- Schema/cache/coordinate contracts: unchanged
- Consumers: player composition, sandbox flight movement and renderer viewport
## Dependencies
- Requires: merged TerrainQuery package on master `f5bb64e`
- Blocks: character appearance/animation extraction from remaining player hotspot
- External state: none; tests use asset-free camera/player scene
## Verification
- Commands: dedicated orbit/zoom/clamp/policy verifier, input/movement/terrain
regressions, asset-free scene, coordinate/StreamingFocus gates, renderer dry-run
and repository gates
- Fixtures: initial state, remappable action events, mouse deltas and fixed-distance policy
- Fidelity evidence: preserve current `-18°` pitch, `8` distance, `1` zoom step,
`2..18` clamp, `0.003` sensitivity and no-collision output
- Performance budget: constant-time state/transform update; no raycast in baseline policy
## Documentation deliverables
- Inline API/export documentation for rig and collision policies
- Camera module spec with inputs/outputs, data-flow, state and sequence diagrams
- Updated input/movement consumer diagrams/source maps and module registry
## Simplicity and naming
- Important names: `ThirdPersonCameraRig`, `CameraCollisionPolicy`,
`NoCameraCollisionPolicy`
- Simplest approach: one Node3D rig on existing CameraPivot and one explicit identity policy
- Rejected complexity: generic camera framework, spring arm migration and hidden physics raycast
- Unavoidable complexity: rig mutates Camera3D/character Node transforms on main thread
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: extracted rig and collision policy, migrated all three scene compositions,
added regressions and completed required module documentation
- Next: milestone integrator reviews and merges `8c1cf9b`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-RND-CAMERA-001:8c1cf9b -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-RND-CAMERA-001:68e6f60 -->
## Handoff
- Outcome: `ThirdPersonCameraRig` now owns capture, orbit, zoom and camera
transforms; `ThirdPersonWowController` only dispatches camera events and
consumes the rig basis for sandbox flight.
- Public contracts: `initialize_for_character`, `handle_camera_input`,
`godot_world_flight_movement_basis`, `set_collision_policy`, read-only state,
and `CameraCollisionPolicy.resolve_camera_distance`.
- Verification: camera `state_cases=12 policy_cases=3 scenes=3`, input
`actions=12 intent_cases=6`, movement `cases=12 state_transitions=2`, terrain
`contract=4 interpolation=1 cache=1 failures=2`, coordinate boundary
`files=98 consumers=5`; documentation, coordination and diff checks passed.
- Renderer dry-run: seven checkpoint plans and report completed; expected
diagnostics only for unavailable proprietary corpus/character GLB.
- Fidelity: preserves the sandbox defaults (`-18 degrees`, distance `8`, zoom
`2..18` step `1`, sensitivity `0.003`, pivot `1.7`, far `50000`) and the prior
no-collision behavior. No build-12340 parity claim is made.
- Local ignored inputs: native extension DLL and generated ADT resource scripts
were used for the renderer dry-run and are not part of the commit.
- Migration: none; `ThirdPersonPlayer/CameraPivot/Camera3D` remains stable.
- Risks: active collision and exact original-client camera semantics remain
unverified; exported initial values are captured at ready; mouse mode is
process-global.
- Documentation: added the camera API/module spec plus data-flow, state and
sequence diagrams; updated player-input and local-movement consumer maps.
@@ -0,0 +1,125 @@
# M02-RND-CHARACTER-PRESENTATION-001 — Character presentation boundary
<!-- OPENWC_CLAIM:M02-RND-CHARACTER-PRESENTATION-001:sindo-main-codex:2026-07-16 -->
## Ownership
- Target: M02
- Program: RND/GMP
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-character-presentation`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Move character GLB composition, geoset/texture/outfit setup and locomotion
animation selection from `ThirdPersonWowController` into independently
replaceable `CharacterAppearancePresenter` and `CharacterAnimationPresenter`
components without changing the current sandbox presentation.
## Non-goals
- Add new model, equipment, animation or build-12340 behavior.
- Change character asset formats, DBC parsing, texture composition or geoset rules.
- Add network-driven appearance/movement snapshots.
- Change input, movement, terrain, camera or renderer streaming behavior.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/scenes/character/character_appearance_presenter.gd`,
`src/scenes/character/character_animation_presenter.gd`,
`src/tools/verify_character_presentation.gd`,
`docs/modules/character-presentation.md`, this claim
- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`, runtime
streaming scenes, player regression scene, `src/tools/verify_player_input.gd`,
`docs/modules/local-player-movement.md`, `docs/modules/README.md`
- Reused unchanged: geoset controller, texture compositor and outfit resolver
- Generated/ignored: local `.godot`, native DLL, generated resources and renderer corpus
## Contracts and data
- Appearance API loads/replaces one character root under the existing `Visual` node.
- Animation API binds an `AnimationPlayer` from that root and accepts a typed
moving/stationary presentation state.
- Scene paths, model defaults, DBC/cache/coordinate contracts remain unchanged.
- Consumers: player scene composition and renderer viewport only.
## Dependencies
- Requires: merged camera package on master `68e6f60`.
- Blocks: final M02 sandbox-profile gate and target integration audit.
- External state: asset-free tests use a synthetic mesh and AnimationPlayer.
## Verification
- Dedicated appearance composition, replacement, grounding and failure regression.
- Dedicated animation discovery, fallback, looping, blend and state regression.
- Player source-boundary and three-scene wiring checks.
- Existing input/movement/terrain/camera regressions, coordinate gates and renderer dry-run.
- Fidelity evidence: preserve current sandbox model path, scale, yaw, outfit,
Stand/Idle and Run/Walk selection only; no original-client parity claim.
## Documentation deliverables
- Inline public API/export documentation for both presenters.
- Module specification with inputs/outputs, data-flow, lifecycle/state and sequence diagrams.
- Updated movement consumer/source map and module registry.
## Simplicity and naming
- Important names: `CharacterAppearancePresenter`, `CharacterAnimationPresenter`.
- Simplest approach: two small scene components on the existing `Visual` subtree.
- Rejected complexity: generic presenter framework, async asset scheduler and duplicated character systems.
- Unavoidable complexity: scene-tree composition and AnimationPlayer discovery run on the main thread.
- Measured optimization evidence: not applicable.
## Status
- State: ready-for-review
- Done: extracted both presenters, migrated all runtime/regression scenes,
added asset-free regressions and completed required module documentation
- Next: milestone integrator reviews and merges `97bb53f`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-RND-CHARACTER-PRESENTATION-001:97bb53f -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-RND-CHARACTER-PRESENTATION-001:8c71e46 -->
## Handoff
- Branch/commit: `work/sindo-main-codex/m02-character-presentation` at `97bb53f`.
- Outcome: `CharacterAppearancePresenter` owns model/geoset/compositor/outfit
composition and `CharacterAnimationPresenter` owns AnimationPlayer discovery,
loop preparation and moving/stationary playback. The player is now only the
composition and horizontal-velocity adapter.
- Changed composition: both runtime scenes and the player regression scene keep
`ThirdPersonPlayer/Visual`; they add `Visual/AnimationPresenter`.
- Public contracts: appearance load/read-root/ready signal and animation
bind/present/read-state APIs documented in the module specification.
- Verification: presentation `appearance_cases=9 animation_cases=10 scenes=3`,
input `actions=12 intent_cases=6`, movement `cases=12 state_transitions=2`,
terrain `contract=4 interpolation=1 cache=1 failures=2`, camera
`state_cases=12 policy_cases=3`, coordinate boundaries `files=99 consumers=5`,
and StreamingFocus `runtime_scenes=2 capture_tools=3` passed.
- Renderer: dry-run passed project/material/dedupe/cache/manifest/calibration/
coordinate/server-spawn gates and planned all seven checkpoints. Missing
proprietary HumanMale GLB, DBC and ADT corpus produced expected diagnostics.
- Repository gates: documentation `module_specs=8`, coordination
`fallback_claims=29`; five unrelated expired M00 claim warnings remain.
- Fidelity: current model path, scale `1`, yaw `90 degrees`, class `1`, blend
`0.15 seconds`, starter outfit and Stand/Idle/Run/Walk selection are preserved.
No build-12340 appearance or animation parity claim is made.
- Migration: repository scenes are migrated. External/custom scenes must move
model/class/scale/yaw exports from the player node to the scripted `Visual`
node and add `Visual/AnimationPresenter`. No cache/database rebuild is needed.
- Local ignored inputs: native extension DLL, UID cache and generated ADT
resource scripts supported the dry-run and are not committed.
- Risks: synchronous model load may hitch; first descendant AnimationPlayer wins;
moving state is a sandbox threshold boolean; complete equipment/animation
fidelity remains open.
- Recommended merge order: merge this package after camera (already on master),
then implement the sandbox profile gate and perform the final M02 integration audit.
- Documentation: added character-presentation API, inputs/outputs, data-flow,
lifecycle/state, sequence, ownership/failure and source-map sections; updated
the module registry and movement presentation consumer map.
+117
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@@ -0,0 +1,117 @@
# M03-RND-FACADE-001 — Renderer facade first seam
<!-- OPENWC_CLAIM:M03-RND-FACADE-001:sindo-main-codex:2026-07-17 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-renderer-facade`
- Lease expires UTC: 2026-07-17
- Integrator: M03 milestone integrator
## Outcome
Introduce `WorldRenderFacade` as the only runtime/tool caller surface for typed
streaming focus updates and read-only renderer metrics, while retaining
`StreamingWorldLoader` as the unchanged internal implementation.
## Non-goals
- Extract the pure target planner or budget scheduler in this package.
- Add environment or entity-presentation commands before their contracts exist.
- Replace the M02 `TerrainQuery` gameplay boundary in this package.
- Change streaming radii, queues, cache formats, visuals or quality presets.
- Mark M03 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/render/world_render_facade.gd`,
`src/tools/verify_world_render_facade.gd`, this claim
- Shared/hotspots: both runtime streaming scenes, three renderer capture/probe
tools, `src/tools/verify_streaming_focus.gd`, `docs/modules/world-renderer.md`,
`docs/modules/README.md`, `RENDER.md`
- Generated/ignored: local `.godot`, native build outputs, caches and proprietary
renderer corpus
## Contracts and data
- Public API: `set_streaming_focus`, `refresh_streaming_focus`,
`renderer_metrics_snapshot`
- Scene adapter: explicit `streaming_focus_source_path` owned by the facade
- Internal implementation seam: `streaming_world_loader_path`; callers must not
read streamer queues or call its methods directly
- Schema/cache/coordinate contracts: unchanged
- Consumers: runtime scenes, capture tool and renderer probes
## Dependencies
- Requires: M01 `StreamingFocus` and merged M02 closeout on master `4f566b1`
- Blocks: environment/entity/ground facade contracts and planner extraction
- External state: none; contract verification uses a test double
## Verification
- Commands: dedicated facade verifier, streaming-focus regression, renderer
baseline manifest/dry-run, coordinate boundary and repository gates
- Fixtures: typed focus, source Node3D and read-only metrics test double
- Fidelity evidence: no renderer configuration, planner, queue, placement,
visibility, material, animation or cache behavior changes
- Performance budget: one source position sample per process frame; target
recomputation remains throttled inside the existing streamer
## Documentation deliverables
- Inline public API docs for facade properties and methods
- Updated world-renderer module specification
- Updated data-flow, sequence and dependency diagrams
- Updated source map/status and renderer notes
## Simplicity and naming
- Important names: `WorldRenderFacade`, `renderer_metrics_snapshot`
- Simplest approach: one small Node adapter delegating to the existing streamer
- Rejected complexity: service container, generic command bus, streamer rewrite
or duplicate queue/cache state
- Unavoidable complexity: scene-relative source and implementation paths are
resolved on the main thread with explicit diagnostics
- Measured optimization evidence: not applicable; behavior-preserving seam
## Status
- State: ready-for-review
- Done: introduced the facade, migrated two runtime scenes and three renderer
tools, added regression coverage and updated renderer documentation
- Next: M03 integrator reviews and merges `3d528e3`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-FACADE-001:3d528e3 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-FACADE-001:a100ced -->
## Handoff
- Commit: `3d528e3`
- Integration: accepted in master merge `a100ced`
- Results: `WorldRenderFacade` is the runtime/tool surface for typed focus and
detached metrics; the existing streamer remains the sole owner of queues,
caches, tasks, nodes and RIDs.
- Verification: facade `delegation=3 runtime_scenes=2 tools=3`; streaming focus
`contract=1 runtime_scenes=2 capture_tools=3`; coordinate boundary
`files=105 native_boundary=1 oracle=1 consumers=5 classifier_cases=6`;
render manifest `checkpoints=7 coverage=7 caches=7`; seven-checkpoint headless
dry-run; coordination/documentation/diff gates passed.
- Fidelity: no changes to renderer target calculation, budgets, queue order,
cache versions, placement, visibility, materials or animation. The dry-run
retained all seven checkpoint plans. No build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT resource scripts
were copied from master only to run the worktree smoke. Proprietary extracted
ADT and character GLB data were unavailable, producing the expected dry-run
degraded-data diagnostics.
- Remaining risks: environment, entity visuals and ground query are not yet
facade contracts; streamer exported configuration remains transitional scene
composition; focus-source sampling adds one small main-thread adapter step per
process frame while target refresh remains streamer-throttled.
- Documentation updated: inline facade API, `docs/modules/world-renderer.md`
public API/inputs/outputs/data-flow/sequence/ownership/recovery/status/source
map, and `RENDER.md` file map plus implementation note.
@@ -0,0 +1,130 @@
# M03-RND-FACADE-ENTITY-001 — World entity presentation commands
<!-- OPENWC_CLAIM:M03-RND-FACADE-ENTITY-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-facade-entity`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Add immutable, versioned world-entity presentation input and stable facade
commands for idempotent present/update and removal, backed by a renderer-owned
scene service with explicit entity subtree ownership.
## Non-goals
- Define authoritative entity/gameplay/network state or allocate/map identities.
- Move the local player controller/presenters behind the world-entity service.
- Implement build-12340 display IDs, equipment, animation, effects or visibility rules.
- Add background loading, pooling, MultiMesh conversion or a generic ECS/framework.
- Change streamer queues, caches, world assets, baseline visuals or target status.
## Paths
- Exclusive: `src/render/entities/entity_presentation_snapshot.gd`,
`src/render/entities/world_entity_presenter.gd`,
`src/tools/verify_world_entity_presentation.gd`,
`src/tests/scenes/world_entity_visual_replacement_fixture.tscn`,
`docs/modules/world-entity-presentation.md`, this claim
- Shared/hotspots: `src/render/world_render_facade.gd`, both runtime streaming
scenes, `src/tools/verify_world_render_facade.gd`, `docs/modules/world-renderer.md`,
`docs/modules/README.md`, `RENDER.md`, `targets/03-renderer-facade.md`
- Reused unchanged: `EntityId`, `GodotWorldPosition`, existing asset-free
character presentation model fixture
- Generated/ignored: `.godot`, native DLL, generated resources, caches and
proprietary renderer corpus
## Contracts and data
- Contract version: `EntityPresentationSnapshot.CONTRACT_VERSION = 1`
- Snapshot: valid session-local `EntityId`, typed Godot world position, visual
PackedScene path, finite yaw radians, positive finite uniform scale and visibility
- Public API: `WorldRenderFacade.present_entity`, `remove_entity`,
`entity_presentation_snapshot`
- Presenter behavior: present is idempotent by entity key; same visual updates
transform/visibility, changed visual replaces the owned subtree; remove is explicit
- Schema/cache/coordinate contracts: no persisted schema or cache change
## Dependencies
- Requires: integrated M03 environment facade master `a85e416`, M01 identity and
coordinate contracts
- Blocks: completion of the first M03 facade checklist item and later entity renderer extraction
- External state: none; tests use a repository-owned asset-free PackedScene fixture
## Verification
- Commands: cold snapshot contract; presenter lifecycle/ownership regression;
facade delegation and runtime wiring; identity/coordinate/internal-access;
renderer manifest/shutdown/planner/scheduler/focus and repository gates
- Fixtures: invalid identity/position/yaw/scale/path, spawn, idempotent update,
visual replacement, missing asset, removal, detached diagnostic snapshot and teardown
- Fidelity evidence: no runtime commands are produced yet, so existing scene output
and seven baseline plans remain unchanged
- Performance budget: constant-time entity lookup; synchronous resource load only
on first presentation/visual replacement and explicitly excluded from hot-path acceptance
## Documentation deliverables
- Inline public API docs: snapshot, facade commands and presenter lifecycle
- Module specification: new world-entity-presentation specification
- Data-flow diagram: read model through facade into owned visual subtree
- Sequence/state/dependency diagrams: present/update/replace/remove/failure/teardown
- Source map/status updates: module registry, world renderer and `RENDER.md`
## Simplicity and naming
- Important names introduced: `EntityPresentationSnapshot`, `WorldEntityPresenter`,
`present_entity`, `remove_entity`
- Simplest considered solution: one immutable full visual snapshot and one
dictionary-owned Node3D presenter below an explicit scene service
- Rejected complexity/abstractions: ECS, event bus, command hierarchy, factory
registry, pooling, async loader framework or duplicate identity registry
- Unavoidable complexity and justification: renderer must own and deterministically
replace/free visual subtrees while authoritative state remains external
- Measured optimization evidence: no optimization claim; lifecycle is asset-free tested
## Status
- State: ready-for-review
- Done: immutable contract-v1 snapshot, presenter ownership lifecycle, facade
commands, runtime composition, asset-free regressions and module documentation
- Next: M03 integrator reviews and merges `1807c3a`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-FACADE-ENTITY-001:1807c3a -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-FACADE-ENTITY-001:606770c -->
## Handoff
- Commit: `1807c3a`
- Results: facade now exposes idempotent `present_entity`, explicit
`remove_entity` and detached diagnostics. Both runtime scenes compose a
`WorldEntityPresenter` that owns one replaceable visual subtree per valid
session `EntityId`; local player and authoritative state remain separate.
- Verification: entity `snapshot_cases=8 lifecycle_cases=14 runtime_scenes=2`;
facade `delegation=9 entity_contract=6`; identities `5/5/6/5`; character
presentation `9/10/3/1`; coordinate boundary `files=119`; internal access
`43/7/9/1`; environment/ground/terrain, manifest `7/7`, shutdown, scheduler
(`20000` iterations), planner (`250` iterations), focus, editor parse, dry-run,
coordination, documentation and diff gates passed.
- Fidelity: runtime produces no world-entity commands yet, so all seven baseline
plans and existing player/world output remain unchanged. No build-12340
display, equipment, animation, effects or visibility parity claim is added.
- External/local inputs: ignored native DLL and generated ADT scripts supported
editor/dry-run only. Missing proprietary ADT/DBC/character corpus produced the
expected degraded diagnostics.
- Remaining risks: PackedScene create/replace loads synchronously and is not an
accepted network-scale hot path; resource paths are adapter inputs rather than
stable content IDs; animation/equipment/effects and scale profiling remain open.
- Documentation updated: new world-entity-presentation API/input-output/data-flow/
lifecycle/sequence/ownership/failure/configuration/migration/diagnostic/source-map
spec; world renderer, module registry and `RENDER.md` updated.
- Integration: accepted in master merge `606770c`; post-merge entity/facade,
character, internal-access, manifest, shutdown, scheduler and planner gates passed.
@@ -0,0 +1,120 @@
# M03-RND-FACADE-ENVIRONMENT-001 — Renderer environment snapshot boundary
<!-- OPENWC_CLAIM:M03-RND-FACADE-ENVIRONMENT-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-facade-environment`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Add an immutable world-environment snapshot accepted by `WorldRenderFacade`,
delegate it to the existing DBC sky controller, and migrate deterministic render
checkpoint time setup away from direct sky-controller property mutation.
## Non-goals
- Change Light/Area/Skybox DBC selection, interpolation, fog, sun or shader rules.
- Add weather, indoor lighting, new clock semantics or build-12340 parity claims.
- Extract the sky service or move its Environment/Node/RID ownership.
- Change runtime scene defaults, cache formats, streaming behavior or target status.
## Paths
- Exclusive: `src/render/environment/world_environment_snapshot.gd`,
`src/tools/verify_world_environment_snapshot.gd`, this claim
- Shared/hotspots: `src/render/world_render_facade.gd`,
`src/scenes/sky/wow_sky_controller.gd`, both runtime streaming scenes,
`src/tools/capture_render_checkpoints.gd`,
`src/tools/verify_world_render_facade.gd`, `docs/modules/world-renderer.md`,
`docs/modules/README.md`, `RENDER.md`, `targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated resources, caches and
proprietary renderer corpus
## Contracts and data
- Public API: immutable `WorldEnvironmentSnapshot` and
`WorldRenderFacade.apply_environment_snapshot`
- Snapshot input: finite time-of-day hours normalized into one 24-hour day
- Adapter: explicit `world_environment_controller_path`; facade/controller retain
no ownership of caller snapshot
- Schema/cache/coordinate contracts and runtime defaults: unchanged
- Consumer: deterministic renderer checkpoint capture; future world-state adapter
## Dependencies
- Requires: integrated M03 facade/ground-query master `cb103e1`
- Blocks: completion of the facade environment checklist slice and later sky extraction
- External state: none for contract tests; visual comparison still needs proprietary corpus
## Verification
- Commands: dedicated cold snapshot contract, facade delegation/wiring regression,
capture source-boundary regression, renderer manifest/dry-run and repository gates
- Fixtures: normalization, non-finite rejection, missing/wrong controller,
exact snapshot delegation and existing runtime scene wiring
- Fidelity evidence: preserve existing fixed-time application and all DBC-derived
visual logic; seven checkpoint plans remain valid
- Performance budget: one immutable value allocation per environment update and
constant-time main-thread delegation
## Documentation deliverables
- Inline public API docs: snapshot, facade adapter and sky-controller application
- Module specification: update existing world-renderer specification
- Data-flow diagram: snapshot producer through facade into DBC sky controller
- Sequence/state/dependency diagrams: application/failure path and ownership notes
- Source map/status updates: world-renderer module, module registry if needed, `RENDER.md`
## Simplicity and naming
- Important names introduced: `WorldEnvironmentSnapshot`, `apply_environment_snapshot`
- Simplest considered solution: one immutable time snapshot over the existing sky implementation
- Rejected complexity/abstractions: generic weather graph, duplicated lighting DTO,
event bus, service container or alternate Environment owner
- Unavoidable complexity and justification: facade resolves a separate scene-owned
sky controller because the streamer does not own outdoor environment rendering
- Measured optimization evidence: not applicable; bounded constant-time adapter
## Status
- State: ready-for-review
- Done: immutable value, facade/controller adapter, checkpoint migration,
regressions and renderer module documentation
- Next: M03 integrator reviews and merges `2ee647a`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-FACADE-ENVIRONMENT-001:2ee647a -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-FACADE-ENVIRONMENT-001:c69abd6 -->
## Handoff
- Commit: `2ee647a`
- Results: `WorldEnvironmentSnapshot` normalizes finite time into one day and
exposes non-finite failure explicitly. `WorldRenderFacade` delegates the
immutable value to the existing sky controller; checkpoint capture no longer
locates or mutates that controller directly.
- Verification: snapshot `contract=5`; facade `delegation=6 ground_contract=2
environment_contract=7 runtime_scenes=2 tools=3`; internal access `43/7/9/1`;
terrain, coordinate (`files=116 consumers=5`), manifest (`7/7`), shutdown,
scheduler (`20000` iterations), planner (`250` iterations), focus, editor parse,
dry-run capture, coordination, documentation and diff gates passed.
- Fidelity: applying a snapshot retains the previous three fixed-clock assignments
and leaves DBC profile/area/skybox lookup, interpolation, fog, sun, shader,
cache and streaming rules unchanged. Dry-run retained all seven plans and
reported dusk as `time=19.00`. No build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT resource scripts
were copied from master for parse/dry-run only. Missing proprietary ADT/DBC/
character data produced expected degraded diagnostics.
- Remaining risks: the snapshot currently covers exact world time only; weather,
indoor state and asset-backed paired zone-transition evidence remain open.
- Documentation updated: inline value/facade/controller API plus world-renderer
API/input-output/data-flow/sequence/ownership/failure/capability/source-map and
`RENDER.md` implementation notes.
- Integration: accepted in master merge `c69abd6`; post-merge snapshot, facade,
internal-access, manifest, shutdown, scheduler, planner and focus gates passed.
@@ -0,0 +1,115 @@
# M03-RND-FACADE-GROUND-QUERY-001 — Rendered ground query facade
<!-- OPENWC_CLAIM:M03-RND-FACADE-GROUND-QUERY-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-facade-ground-query`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Expose typed ground-height sampling and a detached readiness diagnostic through
`WorldRenderFacade`, using already loaded render terrain meshes, and migrate the
terrain-height probe away from direct streamer state/queue access.
## Non-goals
- Replace the M02 gameplay-owned `TerrainQuery`/`AdtTerrainQuery` composition.
- Make rendered mesh sampling authoritative for movement, collision or server state.
- Add slopes, holes, liquid, WMO/M2 collision or async query callbacks.
- Change terrain meshes, streaming policy, queue order, cache formats or visuals.
- Complete environment/entity-visual facade contracts or mark M03 complete.
## Paths
- Exclusive: this claim
- Shared/hotspots: `src/render/world_render_facade.gd`,
`src/scenes/streaming/streaming_world_loader.gd`,
`src/tools/probe_render_terrain_height.gd`,
`src/tools/verify_world_render_facade.gd`,
`src/tools/verify_renderer_internal_access.gd`, `docs/modules/world-renderer.md`,
`docs/modules/terrain-query.md`, `RENDER.md`, `targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated ADT resource scripts,
extracted renderer corpus and probe reports
## Contracts and data
- Input: immutable `GodotWorldPosition` in Godot world units
- Output: renderer-owned immutable `RenderedGroundSample` plus optional detached diagnostic Dictionary
- Sampling source: loaded quality or tile-LOD Mesh and its live tile transform
- M02 ADT query cache, renderer cache versions and coordinate contracts: unchanged
## Dependencies
- Requires: M02 terrain query contract and integrated M03 facade/access gate `53d84cc`
- Blocks: removal of renderer diagnostic internal-access exception and later terrain service extraction
- External state: asset-backed probe is optional; contract tests use a facade double
## Verification
- Commands: facade query/snapshot isolation contract, internal-access gate,
terrain-query regression, focus/coordinate/manifest/shutdown regressions and repository gates
- Fixtures: available/unavailable sample, detached diagnostic, probe source migration
- Fidelity evidence: mesh ray/nearest fallback algorithm moves unchanged from the probe
- Performance budget: on-demand diagnostic query only; no per-frame query added
## Documentation deliverables
- Inline facade/streamer API docs
- World-renderer API/data-flow/sequence/ownership/recovery/source-map updates
- Terrain-query backend status/ownership clarification and renderer implementation note
## Simplicity and naming
- Important names: `sample_ground_height`, `renderer_ground_query_snapshot`
- Simplest approach: one typed facade query over one existing diagnostic read model
- Rejected complexity: duplicate ADT cache, physics service, callback bus, query node,
generic spatial interface or new dependency
- Unavoidable complexity: triangle-mesh ray query retains the existing bounded
nearby fallback for seam/edge diagnostic behavior
## Status
- State: ready-for-review
- Done: added renderer-owned typed sample, facade query/snapshot, migrated terrain
probe, expanded internal-access/coordinate gates and updated module docs
- Next: M03 integrator reviews and merges `b697a89` plus cold-start fix `9408d88`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-FACADE-GROUND-QUERY-001:9408d88 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-FACADE-GROUND-QUERY-001:d6e5b53 -->
## Handoff
- Commits: implementation `b697a89`; cold-start fix `9408d88`
- Results: `WorldRenderFacade` delegates loaded-mesh ground sampling and returns
renderer-owned `RenderedGroundSample`; detached diagnostic snapshots preserve
the probe report while hiding queue/tile/Mesh/Node references. Gameplay remains
on the independent M02 `TerrainQuery` composition.
- Verification: facade `delegation=5 ground_contract=2 runtime_scenes=2 tools=3`;
cold rendered-ground value `contract=3` from an empty Godot class cache;
internal access `private_symbols=43 gameplay=7 editor_sources=9 renderer_tools=1`;
terrain query contracts passed; coordinate boundary `files=113 consumers=5`;
renderer manifest `7/7`; shutdown ownership, scheduler/planner, coordination,
documentation and diff gates passed.
- Fidelity: the probe's 5000-unit ray height, 3x3 tile search, highest-hit choice,
readiness fields and `2/5/10/20/40` nearby fallback moved unchanged. No terrain
geometry, streaming, cache, material, placement or visual rule changed. No
build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT resource scripts
were copied from master only for editor/streamer parse and then removed.
Proprietary extracted world data was unavailable, producing expected degraded diagnostics.
- Remaining risks: triangle-mesh generation is on-demand/main-thread and diagnostic;
it is unsuitable for per-physics-frame gameplay; exact asset-backed probe output
still depends on local corpus readiness; environment/entity facade contracts remain.
- Documentation: inline facade/loader/value API; world-renderer API/data-flow/
sequence/ownership/recovery/capability/source map; terrain-query authority
clarification and renderer implementation notes updated.
- Integration: implementation accepted in master merge `80cb084`; cold-start fix
accepted in merge `d6e5b53`. Post-merge cold/facade/access/terrain/coordinate/
manifest/shutdown/scheduler/planner/focus and repository gates passed.
@@ -0,0 +1,106 @@
# M03-RND-INTERNAL-ACCESS-GATE-001 — Streamer internal access gate
<!-- OPENWC_CLAIM:M03-RND-INTERNAL-ACCESS-GATE-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-streamer-internal-access-gate`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Add an automated repository boundary gate proving gameplay code and Godot
`EditorPlugin` implementations do not access `StreamingWorldLoader` private
queue, task, cache or tile-state fields.
## Non-goals
- Change renderer behavior, queues, jobs, cache formats or facade contracts.
- Ban scene composition references to the loader script or facade adapter path.
- Migrate renderer-only diagnostic probes that inspect internal readiness/terrain;
those require the later metrics/ground-query facade contract.
- Mark M03 complete.
## Paths
- Exclusive: `src/tools/verify_renderer_internal_access.gd`, this claim
- Shared/hotspots: `docs/modules/world-renderer.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Read-only scan scope: `src/gameplay/**/*.gd`, `src/editor/**/*.gd`, Godot
`EditorPlugin` package scripts under `src/**/*.gd` and `addons/**/*.gd`, and
the streamer field declarations
## Contracts and data
- Input: repository GDScript source and actual private streamer declarations
- Output: deterministic pass/fail diagnostics with consumer path and symbol
- Runtime, scene, cache, coordinate and asset contracts: unchanged
## Dependencies
- Requires: integrated facade and scheduler master `a023d76`
- Blocks: safe service extraction and M03 dependency regression acceptance
- External state: none
## Verification
- Commands: dedicated internal-access gate, facade regression, coordination,
documentation and diff gates
- Fixtures: gameplay source discovery, EditorPlugin discovery and synthetic
forbidden symbol detection
- Fidelity evidence: source-only enforcement; no runtime or visual code changes
- Performance budget: one bounded repository source scan in a headless test process
## Documentation deliverables
- World-renderer boundary/verification/known-gap/source-map updates
- Renderer implementation note documenting diagnostic-tool exception
- No new module spec because this package adds a verifier to the existing renderer module
## Simplicity and naming
- Important name: `verify_renderer_internal_access.gd`
- Simplest approach: derive forbidden fields from the current streamer instead
of maintaining a second hand-written queue list
- Rejected complexity: language plugin, custom linter framework or runtime proxy
- Unavoidable complexity: recursive source discovery expands each actual
`EditorPlugin` root to its package scripts while excluding reference mirrors
## Status
- State: ready-for-review
- Done: derived 43 private renderer symbols, scanned seven gameplay and nine
EditorPlugin-package sources, added synthetic positive/negative fixtures and docs
- Next: M03 integrator reviews and merges `b58bf2c`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-INTERNAL-ACCESS-GATE-001:b58bf2c -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-INTERNAL-ACCESS-GATE-001:7e35de7 -->
## Handoff
- Commit: `b58bf2c`
- Results: repository gate derives private queue/task/cache/state declarations
from the streamer and rejects external member/reflection access in gameplay and
EditorPlugin package sources. Current scope passes with `43/7/9` inventory counts.
- Verification: internal access, facade and budget scheduler headless contracts;
Godot editor scan with local ignored dependencies; coordination, documentation
and diff gates passed.
- Fidelity: source-only enforcement changes no runtime configuration, queue order,
cache version, placement, material, animation or visibility behavior. No
build-12340 parity claim is added.
- External/local inputs: ignored native DLL and two generated ADT resource scripts
were copied from master only for facade/editor smoke and then removed. Proprietary
extracted world data was unavailable, producing expected degraded-data diagnostics.
- Remaining risks: renderer diagnostic terrain probe remains an explicit exception;
whitespace-obfuscated dynamic reflection is outside the lightweight source gate;
future non-EditorPlugin authoring code is already prohibited by repository policy.
- Documentation: world-renderer boundary/verification/capability/known-gap/source
map and `RENDER.md` implementation note updated; no new module was introduced.
- Integration: accepted in master merge `7e35de7`; post-merge access gate
`private_symbols=43 gameplay=7 editor_sources=9`, facade/scheduler/planner and
repository gates passed.
@@ -0,0 +1,105 @@
# M03-RND-M2-UNIQUE-REGISTRY-001 — M2 unique placement registry
<!-- OPENWC_CLAIM:M03-RND-M2-UNIQUE-REGISTRY-001:sindo-main-codex:2026-07-19 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-m2-unique-registry`
- Lease expires UTC: 2026-07-19
- Integrator: M03 milestone integrator
## Outcome
Extract cross-tile positive `MDDF.uniqueId` reservation ownership from the
streamer into a scene-free `M2UniquePlacementRegistry`.
## Non-goals
- Move tile state, candidate requeue, group/build tasks or result queues.
- Move MultiMesh/Node/Mesh/material creation, animation or resource loading.
- Change unique-key format, first-owner semantics or unkeyed placement behavior.
- Change placement transforms, detail radius, cache versions or quality profiles.
- Add dependencies or mark the broad M2 service complete.
## Paths
- Exclusive: `src/render/m2/m2_unique_placement_registry.gd`,
`src/tools/verify_m2_unique_placement_registry.gd`,
`docs/modules/m2-unique-placement-registry.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`src/tools/verify_m2_unique_dedupe.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated ADT resources, caches and
proprietary renderer corpus
## Contracts and data
- Input: tile key and raw ADT M2 placement dictionaries
- Reserve output: fresh filtered placements, owned unique keys and skipped keys
- Release input/output: tile key plus claimed keys; only current owner releases
- Positive IDs map to `uid:<decimal>`; zero/negative/missing IDs remain untracked
- Registry is session-memory only and clears on renderer world reset
- Queue/cache/schema/coordinate versions: unchanged
## Dependencies
- Requires: current master `57ae1b8`
- Blocks: broader M2 service extraction and dependency/performance acceptance
- External state: none; tests use synthetic placement dictionaries
## Verification
- Commands: dedicated unkeyed/duplicate/cross-tile/release/clear/detached-
diagnostic and bounded timing verifier; loader source boundary; M2 unique-id
smoke plus facade/terrain/internal-access/manifest/shutdown/scheduler gates
- Fidelity evidence: exact positive-ID key format and first-owner/retry behavior
- Performance budget: dictionary membership over placement count; no Node,
Resource, RID, task, file or persistent cache
## Documentation deliverables
- Inline registry API documentation
- New module spec with inputs/outputs, data-flow, lifecycle, sequence, ownership,
failure, recovery, performance and source map
- World renderer/module registry/`RENDER.md` updates
## Simplicity and naming
- Important name: `M2UniquePlacementRegistry`
- Simplest solution: one private key-to-owner dictionary and explicit operations
- Rejected complexity: generic identity registry, signals, callbacks, Resources,
locks or ownership graph
- Unavoidable complexity: raw placement dictionaries remain at ADT adapter boundary
- Measured optimization evidence: bounded synthetic reserve/release verifier
## Status
- State: accepted
- Done: stateful registry, loader adapters, migrated smoke, regressions and docs
- Next: asset-backed boundary traversal and further M2-service extraction later in M03
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-M2-UNIQUE-REGISTRY-001:acb3a80 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-M2-UNIQUE-REGISTRY-001:2342430 -->
## Handoff
- Commit: `acb3a80` (`refactor(M03): extract M2 unique placement registry`)
- Results: dedicated contract PASS (`cases=10`, `iterations=100`, `35.688 ms`);
historical `uid:11785` smoke PASS; terrain/facade/internal-access/manifest/
shutdown/scheduler/streaming/focus/terrain-query/coordinate regressions PASS;
internal inventory remains `42`; editor parse and documentation/coordination/
diff gates PASS; checkpoint dry-run planned `7/7`
- Remaining risks: private Azeroth corpus was absent, so the asset-backed ADT
placement probe could not open the map and is not counted as passed evidence;
first ownership remains processing-order based; M2 grouping/build/tasks/caches/
finalization and asset-backed p95/p99 remain pending
- Documentation updated: `m2-unique-placement-registry.md`, module registry,
`world-renderer.md`, `RENDER.md`, inline API documentation and data-flow,
lifecycle and sequence diagrams
- Integration: accepted in master merge `2342430`; post-merge registry, legacy
smoke, internal-access, facade and manifest gates passed
@@ -0,0 +1,116 @@
# M03-RND-SCHEDULER-001 — Bounded render budget scheduler
<!-- OPENWC_CLAIM:M03-RND-SCHEDULER-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-render-budget-scheduler`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Extract the streamer's per-frame main-thread operation quotas into a scene-free
`RenderBudgetScheduler`, preserving existing queue priority and quota values and
stopping permit issuance after renderer teardown cancellation.
## Non-goals
- Move queue, worker-task, cache, Node, Resource or RID ownership out of the streamer.
- Change queue ordering, concurrency limits, exported defaults or visual behavior.
- Add a generic job framework, priority graph, time-based adaptive budgeting or dependency.
- Change cache formats, renderer profiles or target milestone status.
## Paths
- Exclusive: `src/render/streaming/render_budget_scheduler.gd`,
`src/tools/verify_render_budget_scheduler.gd`,
`docs/modules/render-budget-scheduler.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated cache resources and
proprietary renderer corpus
## Contracts and data
- Input: immutable per-frame map from documented operation lane IDs to
non-negative operation limits
- Output: boolean permits and remaining/consumed diagnostic snapshots
- Lifecycle: `begin_frame` resets permits; `cancel` permanently rejects permits
for the current scheduler instance
- Queue contents, ordering, task concurrency and schema/cache versions: unchanged
- Consumer: `StreamingWorldLoader` main-thread queue/finalize drains
## Dependencies
- Requires: integrated M03 facade and streaming planner on master `650d584`
- Blocks: renderer performance regression gate and per-service extraction
- External state: none; tests use synthetic lane limits and no world assets
## Verification
- Commands: dedicated scheduler verifier, facade/planner/focus/coordinate
regressions, renderer manifest/dry-run and repository gates
- Fixtures: shared lane priority, independent lanes, zero/negative limits,
frame reset, unknown lane and cancellation
- Fidelity evidence: operation defaults and loop order are captured before
migration; all seven renderer checkpoint plans remain valid
- Performance budget: permit checks are constant-time dictionary operations and
create no Node, Resource, worker task, cache entry or RID
## Documentation deliverables
- Inline API docs for scheduler lifecycle, permits and diagnostics
- New module specification with input/output table, data-flow, sequence and
lifecycle diagrams
- Updated world-renderer flow/ownership/source map, module registry and renderer notes
## Simplicity and naming
- Important name: `RenderBudgetScheduler`
- Simplest approach: one small main-thread service with named quota lanes
- Rejected complexity: generic job graph, callbacks, queue ownership, adaptive
timing controller, service container or third-party dependency
- Unavoidable complexity: chunk removal and creation intentionally share one
lane so removal retains priority while consuming the same historical budget
- Measured optimization evidence: no optimization claim; exact bounded extraction
## Status
- State: ready-for-review
- Done: extracted all 16 historical operation quotas, migrated ordered drains,
added terminal teardown cancellation, asset-free verification and module docs
- Next: M03 integrator reviews and merges `e52f703`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-SCHEDULER-001:e52f703 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-SCHEDULER-001:7ece2ab -->
## Handoff
- Commit: `e52f703`
- Results: `RenderBudgetScheduler` owns only per-frame lane counters and terminal
cancellation; `StreamingWorldLoader` retains queue order, task/cache/node/RID
ownership and operation execution. Chunk removal/create share one historical budget.
- Verification: scheduler `cases=6 iterations=20000 elapsed_ms=7.495`; planner
`cases=5 average_ms=1.879`; facade/focus contracts passed; coordinate boundary
`files=111 consumers=6`; renderer manifest `checkpoints=7 coverage=7 caches=7`;
shutdown ownership, documentation, coordination and diff gates passed.
- Fidelity: exported defaults, quality presets, queue order, operation sites,
cache versions and visible rendering rules are unchanged. Seven checkpoint
plans remain valid. No build-12340 parity claim is added.
- External/local inputs: ignored native DLL and two generated ADT resource scripts
were copied from master only for the worktree parse/smoke and then removed.
Proprietary extracted ADT data was unavailable, producing expected degraded-data diagnostics.
- Remaining risks: queue storage length and worker concurrency remain streamer-owned;
cancellation stops permit issuance but does not interrupt in-flight work; exact
p95/p99 impact still requires an asset-backed baseline.
- Documentation: new scheduler module spec with API, input/output, data-flow,
sequence, lifecycle, ownership, cancellation, performance and source-map sections;
world renderer, module registry and renderer implementation notes updated.
- Integration: accepted in master merge `7ece2ab`; post-merge scheduler timing
`cases=6 iterations=20000 elapsed_ms=10.216`, all listed regressions and gates passed.
@@ -0,0 +1,120 @@
# M03-RND-STREAMING-PLANNER-001 — Pure streaming target planner
<!-- OPENWC_CLAIM:M03-RND-STREAMING-PLANNER-001:sindo-main-codex:2026-07-17 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-streaming-target-planner`
- Lease expires UTC: 2026-07-17
- Integrator: M03 milestone integrator
## Outcome
Extract runtime/editor ADT wanted/retained-set calculation and boundary prefetch
selection from `StreamingWorldLoader` into a scene-free, deterministic
`StreamingTargetPlanner` with typed focus input and asset-free contract tests.
## Non-goals
- Change load/retain radii, boundary thresholds, queue priority or LOD policy.
- Move queue mutation, async jobs, cache ownership or GPU finalization.
- Extract `RenderBudgetScheduler` or asset services in this package.
- Change cache formats, renderer profiles or target milestone status.
## Paths
- Exclusive: `src/render/streaming/streaming_target_planner.gd`,
`src/render/streaming/streaming_target_policy.gd`,
`src/render/streaming/streaming_target_plan.gd`,
`src/tools/verify_streaming_target_planner.gd`,
`docs/modules/streaming-target-planner.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`src/tools/verify_coordinate_conversion_boundaries.gd`,
`docs/modules/world-renderer.md`, `docs/modules/coordinate-mapping.md`,
`docs/modules/README.md`, `RENDER.md`
- Generated/ignored: `.godot`, native DLL, generated cache resources and
proprietary renderer corpus
## Contracts and data
- Input: immutable `GodotWorldPosition`, available-tile key set and immutable
`StreamingTargetPolicy`
- Output: immutable `StreamingTargetPlan` with focus tile plus detached
wanted/retained tile-key sets
- Tile-key representation remains the streamer's existing `<x>_<y>` internal key
- Schema/cache/coordinate versions: unchanged
- Consumers: `StreamingWorldLoader` runtime/editor refresh paths
## Dependencies
- Requires: M01 typed coordinates/focus and integrated facade package `a100ced`
- Blocks: budget scheduler extraction and planner performance regression gate
- External state: none; tests use synthetic tile catalogs
## Verification
- Commands: dedicated planner verifier, facade/focus/coordinate regressions,
renderer manifest/dry-run and repository gates
- Fixtures: center, edge, corner, unavailable-tile, clamped-radius and editor cases
- Fidelity evidence: expected tile sets are captured from current formulas; full
renderer dry-run retains all seven checkpoint plans
- Performance budget: planner work remains bounded by square radii and creates no
Node, Resource, task, cache or RID
## Documentation deliverables
- Inline API docs for planner/policy/plan
- New module specification with input/output table and data-flow diagram
- Updated world-renderer data-flow/sequence/ownership/source map
- Updated module registry and renderer notes
## Simplicity and naming
- Important names: `StreamingTargetPlanner`, `StreamingTargetPolicy`,
`StreamingTargetPlan`
- Simplest approach: one pure calculator plus two immutable value objects
- Rejected complexity: generic graph planner, priority framework, service
container, job ownership or duplicate available-tile catalog
- Unavoidable complexity: boundary-prefetch cross product must preserve corner
behavior and existing string tile keys
- Measured optimization evidence: no new optimization; exact extraction
## Status
- State: ready-for-review
- Done: extracted immutable policy/plan and pure planner, migrated runtime/editor
target refresh, added behavior/dependency/performance coverage and module docs
- Next: integrated in master; next M03 package extracts the budget scheduler
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-STREAMING-PLANNER-001:ad8fc41 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-STREAMING-PLANNER-001:643850c -->
## Handoff
- Commit: `e887c3b`; cold-start fix `ad8fc41`
- Integration: accepted in master merges `d0f74f8` and `643850c`
- Results: runtime/editor wanted and retained ADT sets plus boundary-prefetch
centers are calculated by scene-free `StreamingTargetPlanner`; streamer keeps
queue ordering, LOD/detail state, jobs, caches, nodes and RIDs.
- Verification: planner `cases=5 iterations=250 average_ms=1.765`; facade
`delegation=3 runtime_scenes=2 tools=3`; focus `contract=1 runtime_scenes=2
capture_tools=3`; coordinate boundary `files=109 consumers=6`; renderer
manifest `checkpoints=7 coverage=7 caches=7`; shutdown ownership passed;
documentation, coordination and diff gates passed.
- Fidelity: center/corner/catalog/clamp/editor fixtures preserve the extracted
formulas; seven-checkpoint dry-run retained all plans. No radius, threshold,
load priority, cache version, placement, material, animation or visibility
rule changed. No build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT resource scripts
were copied from master for worktree smoke only. Proprietary ADT and character
assets were unavailable, so the dry-run emitted expected degraded-data diagnostics.
- Remaining risks: exact p95/p99 impact still needs an asset-backed baseline;
pathological custom radii are not benchmarked; tile-key strings remain the
existing internal catalog representation; queue/LOD application remains monolithic.
- Documentation updated: new planner module spec with API/input/output/data-flow/
sequence/ownership/recovery/performance/source-map sections; world renderer,
coordinate mapping, module registry and renderer implementation notes updated.
@@ -0,0 +1,118 @@
# M03-RND-TERRAIN-CACHE-SERVICE-001 — Terrain quality mesh cache service
<!-- OPENWC_CLAIM:M03-RND-TERRAIN-CACHE-SERVICE-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-terrain-quality-cache`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Extract the full-quality terrain revisit Mesh cache, its LRU ownership and
source-admission rules from `StreamingWorldLoader` into a small scene-free
`TerrainQualityMeshCache`, preserving all call sites and observable behavior.
## Non-goals
- Move ADT parsing, tile state, quality-upgrade tasks/results or SceneTree/RID finalization.
- Change cache capacity defaults, quality profiles, source priority or cache formats.
- Cache control-splat/splat meshes that the current loader deliberately rejects.
- Extract chunk LOD, terrain material building, ground query or other asset services.
- Add dependencies, persistence, background work or mark the terrain service complete.
## Paths
- Exclusive: `src/render/terrain/terrain_quality_mesh_cache.gd`,
`src/tools/verify_terrain_quality_mesh_cache.gd`,
`docs/modules/terrain-quality-mesh-cache.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`src/tools/verify_render_runtime_cache_shutdown.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated resources, caches and
proprietary renderer corpus
## Contracts and data
- Public service API: `store`, `restore`, `clear`, detached `diagnostic_snapshot`
- Entry: tile key, retained Mesh reference and source string
- Admission: non-empty key, non-null Mesh, source other than
`control_splat_cache`, `splat_cache` or `splat`
- LRU: successful restore touches newest; store touches then trims oldest to
`max(0, capacity)`; invalid restored records are removed
- Persistence/cache format: none; session-memory ownership only
## Dependencies
- Requires: integrated facade contracts master `61bad09`
- Blocks: later terrain service extraction and cache/finalization acceptance audit
- External state: none; tests use synthetic ArrayMesh references
## Verification
- Commands: dedicated cache contract/LRU/ownership regression; streamer source
boundary; shutdown/facade/internal-access/manifest/planner/scheduler and repository gates
- Fixtures: admission/rejection, replacement, LRU touch/eviction, zero/negative
capacity, invalid record cleanup, clear and detached diagnostics
- Fidelity evidence: same sources/capacity/call sites; all seven baseline plans unchanged
- Performance budget: dictionary lookup plus bounded single-entry LRU operations;
no Node, task, file, cache serialization or RID creation
## Documentation deliverables
- Inline public API docs: store/restore/clear/diagnostics and ownership
- Module specification: new terrain quality mesh cache specification
- Data-flow diagram: upgrade result through cache to revisit state
- Sequence/state/dependency diagrams: store/restore/evict/reset and failure paths
- Source map/status updates: module registry, world renderer and `RENDER.md`
## Simplicity and naming
- Important names introduced: `TerrainQualityMeshCache`
- Simplest considered solution: one RefCounted with dictionary plus ordered tile-key array
- Rejected complexity/abstractions: generic cache framework, weak references,
callbacks, Resource cache integration, background eviction or persistence
- Unavoidable complexity and justification: Mesh references must survive unloaded
tile state while LRU keeps revisit memory bounded
- Measured optimization evidence: exact ownership extraction, no optimization claim
## Status
- State: ready-for-review
- Done: scene-free cache ownership/LRU extraction, loader adapter migration,
contract regression and module documentation
- Next: M03 integrator reviews and merges `97480e0`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-TERRAIN-CACHE-SERVICE-001:97480e0 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-TERRAIN-CACHE-SERVICE-001:630a0c1 -->
## Handoff
- Commit: `97480e0`
- Results: `TerrainQualityMeshCache` now owns retained full-quality Mesh
references, source admission and oldest-to-newest LRU. The loader retains only
restore-to-state, store-after-upgrade and clear lifecycle adapters.
- Verification: cache `contract_cases=15 loader_calls=3`; facade/entity/ground/
terrain regressions; internal access `private_symbols=42 gameplay=7
editor_sources=9 renderer_tools=1`; manifest `7/7`; shutdown; scheduler
`20000` iterations; planner `250` iterations; focus; editor parse; dry-run;
coordination, documentation and diff gates passed.
- Fidelity: `baked_full` revisit retention, three excluded splat sources, LRU
touch/trim, profile capacities and all call sites remain unchanged. All seven
checkpoint plans remain valid. No visible or build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT scripts supported
parse/dry-run only; missing proprietary ADT/DBC/character data produced expected diagnostics.
- Remaining risks: entry count does not measure Mesh bytes; ordered-array touch
remains linear; asset-backed revisit flash, memory and p95/p99 evidence remain pending;
terrain build/tasks/state/finalization are still monolithic.
- Documentation updated: new terrain cache API/input-output/data-flow/lifecycle/
sequence/ownership/failure/configuration/migration/diagnostic/source-map spec;
world renderer, registry and `RENDER.md` updated.
- Integration: accepted in master merge `630a0c1`; post-merge cache, facade,
internal-access, manifest, shutdown, scheduler and planner gates passed.
@@ -0,0 +1,104 @@
# M03-RND-TERRAIN-CHUNK-QUEUE-001 — Pure terrain chunk geometry queue planner
<!-- OPENWC_CLAIM:M03-RND-TERRAIN-CHUNK-QUEUE-001:sindo-main-codex:2026-07-19 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-terrain-chunk-queue`
- Lease expires UTC: 2026-07-19
- Integrator: M03 milestone integrator
## Outcome
Extract chunk-geometry create/remove desired-operation calculation from the
streamer into a scene-free `TerrainChunkGeometryQueuePlanner`.
## Non-goals
- Move queue storage/drains, render budgets, tile-LOD queues or async tasks.
- Move chunk Mesh/Node/RID creation/removal or terrain state ownership.
- Change removal-first execution, nearest-first create order or LOD selection.
- Change coordinate conversions, radii, cache formats or quality profiles.
- Add dependencies or mark the broad terrain service checklist complete.
## Paths
- Exclusive: `src/render/terrain/terrain_chunk_geometry_queue_planner.gd`,
`src/tools/verify_terrain_chunk_geometry_queue_planner.gd`,
`docs/modules/terrain-chunk-geometry-queue-planner.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated ADT resources, caches and
proprietary renderer corpus
## Contracts and data
- Input: loader-owned tile-state read model plus immutable `GodotWorldPosition`
- Output: fresh create/remove request arrays; planner retains no queue state
- Removal: current chunks absent from desired state, or all current chunks while
tile LOD is desired
- Creation: missing or LOD-mismatched chunks, sorted by origin XZ distance
- Queue/cache/schema/coordinate versions: unchanged
## Dependencies
- Requires: integrated terrain LOD planner master `b568768`
- Blocks: broader terrain service extraction and dependency/performance acceptance
- External state: none; tests use synthetic tile/chunk dictionaries
## Verification
- Commands: dedicated removal/create/mismatch/tile-fallback/sparse/order and
bounded timing verifier; loader source boundary; facade/cache/LOD/internal-access/
manifest/shutdown/scheduler/streaming planner and repository gates
- Fidelity evidence: extracted branch/order/distance rules and loader drain order
- Performance budget: bounded linear planning plus existing create sort; no engine
resource, task, cache or persistent allocation framework
## Documentation deliverables
- Inline planner API documentation
- New module spec with inputs/outputs, data-flow, lifecycle, sequence, ownership,
failure, performance and source map
- World renderer/module registry/`RENDER.md` updates
## Simplicity and naming
- Important name: `TerrainChunkGeometryQueuePlanner`
- Simplest solution: one stateless planner returning two fresh arrays
- Rejected complexity: generic operation graph, queue class, callback strategy,
spatial index or ownership transfer
- Unavoidable complexity: raw dictionaries remain at the loader/ADT adapter boundary
- Measured optimization evidence: bounded synthetic multi-tile verifier
## Status
- State: accepted
- Done: pure planner, loader queue adoption, semantic/timing regressions and docs
- Next: asset-backed performance acceptance and further terrain-service extraction later in M03
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-TERRAIN-CHUNK-QUEUE-001:f800e11 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-TERRAIN-CHUNK-QUEUE-001:24aef13 -->
## Handoff
- Commit: `f800e11` (`refactor(M03): extract terrain chunk queue planner`)
- Results: dedicated contract PASS (`cases=8`, `iterations=100`, `235.096 ms`);
LOD/cache/facade/internal-access/manifest/shutdown/scheduler/streaming/focus/
ground/terrain-query/coordinate regressions PASS; internal inventory remains
`42`; editor parse has no script errors; documentation/coordination/diff gates
PASS; checkpoint dry-run planned `7/7` entries with expected missing-private-
corpus diagnostics
- Remaining risks: planner adds a second linear tile-state pass; asset-backed
p95/p99 and visual acceptance remain pending; queue drains, terrain state and
Mesh/Node/RID finalization remain loader-owned
- Documentation updated: `terrain-chunk-geometry-queue-planner.md`, module
registry, `world-renderer.md`, `RENDER.md`, inline API documentation and
data-flow/lifecycle/sequence diagrams
- Integration: accepted in master merge `24aef13`; post-merge planner,
internal-access, facade and manifest gates passed
@@ -0,0 +1,103 @@
# M03-RND-TERRAIN-LOD-PLANNER-001 — Pure terrain chunk LOD planner
<!-- OPENWC_CLAIM:M03-RND-TERRAIN-LOD-PLANNER-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-terrain-chunk-lod-planner`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Extract chunk-level terrain LOD desired-state calculation from the streamer into
a scene-free `TerrainChunkLodPlanner` with immutable policy and typed focus input.
## Non-goals
- Move chunk/tile queues, loaded state, Mesh/Node/RID creation or budget drains.
- Change radii, chunk size, threshold inclusivity, priority sorting or tile LOD policy.
- Normalize/reorder custom radii or reinterpret negative values.
- Move ADT parsing, quality cache/tasks, materials or ground query.
- Add dependencies, persistence, workers or mark terrain extraction complete.
## Paths
- Exclusive: `src/render/terrain/terrain_chunk_lod_policy.gd`,
`src/render/terrain/terrain_chunk_lod_planner.gd`,
`src/tools/verify_terrain_chunk_lod_planner.gd`,
`docs/modules/terrain-chunk-lod-planner.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated resources, caches and
proprietary renderer corpus
## Contracts and data
- Input: ADT chunk adapter records, immutable `GodotWorldPosition`, immutable
enabled/radii/chunk-size policy
- Output: detached Dictionary mapping source chunk index to LOD `0`, `1` or `2`
- Formula: horizontal distance to `origin + half chunk`; inclusive squared thresholds
- Disabled policy and empty/sparse chunks return absent entries exactly as before
- Queue/cache/schema/coordinate versions: unchanged
## Dependencies
- Requires: integrated terrain cache slice master `ea08b8e`
- Blocks: broader terrain service extraction and dependency/performance acceptance
- External state: none; tests use synthetic chunk adapter records
## Verification
- Commands: dedicated center/boundary/outside/sparse/disabled/custom-radius and
bounded timing verifier; loader source boundary; facade/cache/internal-access/
manifest/shutdown/scheduler/streaming planner and repository gates
- Fidelity evidence: extracted formulas and all seven baseline plans remain unchanged
- Performance budget: bounded linear scan over at most the ADT chunk record count;
no Node, Resource, RID, task, cache entry or allocation framework
## Documentation deliverables
- Inline API docs for policy/planner
- New module spec with inputs/outputs, data-flow, lifecycle, sequence, ownership,
failure, performance and source map
- World renderer/module registry/`RENDER.md` updates
## Simplicity and naming
- Important names: `TerrainChunkLodPolicy`, `TerrainChunkLodPlanner`
- Simplest solution: immutable scalar policy plus one pure linear planner
- Rejected complexity: generic spatial index, quadtree, callback strategy,
normalized profile model or queue ownership
- Unavoidable complexity: raw chunk dictionaries remain at the ADT adapter boundary
- Measured optimization evidence: verifier records bounded High-like planning time
## Status
- State: accepted
- Done: immutable policy, pure planner, both loader call sites, regressions and docs
- Next: asset-backed performance acceptance and further terrain-service extraction later in M03
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-TERRAIN-LOD-PLANNER-001:eb94cfc -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-TERRAIN-LOD-PLANNER-001:f36fabb -->
## Handoff
- Commit: `eb94cfc` (`refactor(M03): extract terrain chunk LOD planner`)
- Results: dedicated contract PASS (`cases=7`, `iterations=250`, `12.726 ms`);
cache/facade/internal-access/manifest/shutdown/scheduler/streaming-focus/
streaming-planner/ground/terrain-query/coordinate regressions PASS; editor parse
has no script errors; documentation and coordination gates PASS; checkpoint
dry-run planned `7/7` entries with expected missing-private-corpus diagnostics
- Remaining risks: asset-backed p95/p99 and visual acceptance remain pending;
terrain state, queue, quality-upgrade and finalization ownership remains in loader
- Documentation updated: `terrain-chunk-lod-planner.md`, module registry,
`world-renderer.md`, `RENDER.md`, inline public API documentation and data-flow,
lifecycle and sequence diagrams
- Integration: accepted in master merge `f36fabb`; post-merge planner, facade,
internal-access and manifest gates passed
+6 -1
View File
@@ -36,7 +36,12 @@ TrinityCore/AzerothCore ◄── Network Adapter ◄── Runtime Client
### 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
+19
View File
@@ -237,6 +237,23 @@ TODO/FIXME обязан содержать target/work-package ID или diagnos
- 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?
@@ -245,6 +262,8 @@ TODO/FIXME обязан содержать target/work-package ID или diagnos
- 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?
+19 -1
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@@ -10,7 +10,10 @@
.\tools\run_render_baseline.ps1
```
Скрипт последовательно проверяет headless-загрузку проекта, renderer materials, M2 unique-id dedupe, regression manifest и затем снимает checkpoint-ы. Для CI или быстрой проверки контракта без PNG:
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
@@ -18,6 +21,21 @@
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;
@@ -0,0 +1,183 @@
# 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)
+14
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@@ -7,7 +7,21 @@
| 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) |
| Terrain query | Implemented | [`terrain-query.md`](terrain-query.md) |
| Terrain quality Mesh cache | Implemented extraction | [`terrain-quality-mesh-cache.md`](terrain-quality-mesh-cache.md) |
| Terrain chunk LOD planner | Implemented extraction | [`terrain-chunk-lod-planner.md`](terrain-chunk-lod-planner.md) |
| Terrain chunk geometry queue planner | Implemented extraction | [`terrain-chunk-geometry-queue-planner.md`](terrain-chunk-geometry-queue-planner.md) |
| M2 unique placement registry | Implemented extraction | [`m2-unique-placement-registry.md`](m2-unique-placement-registry.md) |
| Third-person camera | Implemented | [`third-person-camera.md`](third-person-camera.md) |
| Character presentation | Implemented boundary / Partial fidelity | [`character-presentation.md`](character-presentation.md) |
| Renderer | Partial | [`world-renderer.md`](world-renderer.md), [`../../RENDER.md`](../../RENDER.md) |
| World entity presentation | Implemented boundary / Prototype visuals | [`world-entity-presentation.md`](world-entity-presentation.md) |
| Streaming target planner | Implemented | [`streaming-target-planner.md`](streaming-target-planner.md) |
| Render budget scheduler | Implemented | [`render-budget-scheduler.md`](render-budget-scheduler.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) |
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# Character Presentation
## Metadata
| Field | Value |
|---|---|
| Status | Implemented boundary / Partial fidelity |
| Target/work package | M02 / M02-RND-CHARACTER-PRESENTATION-001 |
| Owners | Character appearance composition and locomotion animation presentation |
| Last verified | `97bb53f`, 2026-07-14 |
| Profiles/capabilities | Current render sandbox character experiment |
## Purpose
Compose the current sandbox character GLB, geosets, skin textures and starter
outfit below the existing `Visual` node, then independently present its
stationary or moving animation. Keep visual asset loading and AnimationPlayer
state out of gameplay movement and the player scene composition root.
## Non-goals
- Define authoritative character identity, equipment or movement state.
- Change the existing GLB, geoset, texture-compositor, DBC or outfit formats.
- Implement full build-12340 animation selection, blending or equipment visuals.
- Load world assets, query terrain, process input or control the camera.
- Introduce asynchronous streaming, background scene mutation or persistence.
## Context and boundaries
```mermaid
flowchart LR
Scene[ThirdPersonWowController composition] --> Appearance[CharacterAppearancePresenter]
Model[Configured PackedScene] --> Appearance
DBC[Extracted DBC/item textures] --> Appearance
Appearance --> Root[CharacterModel root]
Root --> Geosets[Existing geoset controller]
Root --> Compositor[Existing texture compositor]
Appearance -->|ready root| Scene
Scene --> Animation[CharacterAnimationPresenter]
Velocity[Movement read model] -->|moving boolean| Animation
Animation --> Player[AnimationPlayer below root]
```
Allowed dependencies:
- configured Godot `PackedScene` character asset;
- existing `CharacterGeosetController`, `CharacterTextureCompositor` and
`WowCharacterOutfitResolver` presentation components;
- `AnimationPlayer` and animation resources below the composed character root;
- main-thread player scene composition and movement velocity read model.
Forbidden dependencies:
- `MoveIntent`, input devices or movement integration;
- `TerrainQuery`, ADT parsing, coordinate conversion or streaming decisions;
- cameras, network packets, server databases or gameplay reducers;
- direct production database writes or cache-format ownership.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `CharacterAppearancePresenter.load_character_appearance(content_root_override)` | Command | Replaces the owned character root and schedules final grounding/outfit composition | Main thread; may be called again during scene lifetime | Returns `false` for empty/invalid model; warning for invalid resource |
| `CharacterAppearancePresenter.character_root` | Read-only state | Current owned model root or null | Stable until next load | None |
| `character_appearance_ready(character_root)` | Signal | Publishes a fully attached, grounded root | Deferred main-thread completion | Not emitted for invalid/empty model |
| `CharacterAnimationPresenter.bind_character_root(character_root)` | Command | Discovers and prepares the first descendant AnimationPlayer | Main thread; binding lifetime | Returns `false` and clears state when absent |
| `CharacterAnimationPresenter.present_locomotion(is_moving)` | Command | Selects current stationary/moving candidate and starts it once | Main/physics thread | Returns `false` when unavailable, missing or unchanged |
| `active_animation_name` | Read-only state | Selected animation name | Stable until bind/state transition | Empty when unbound |
| `has_animation_player` | Read-only state | Whether the presenter has a valid bound player | Stable until bind | None |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Model resource path, class, scale and yaw | Runtime scene composition | Appearance presenter | Exported configuration | Captured at load |
| Input | Extracted content root | Player scene configuration | Appearance presenter | Copied string | Captured at load |
| Input | Packed character scene | Godot resource loader | Appearance presenter | Shared resource; presenter owns instance | Scene lifetime |
| Output | Composed `CharacterModel` root | Appearance presenter | Scene/animation presenter | Appearance presenter owns node | Until replacement |
| Output | Ready signal | Appearance presenter | Player composition | Synchronous signal after deferred completion | One per successful load |
| Input | Moving/stationary boolean | Player adapter from horizontal velocity | Animation presenter | Value copy | One physics tick |
| Output | AnimationPlayer playback mutation | Animation presenter | Rendered character | Bound root owns player/resources | Until next transition |
Side effects:
- loads and instantiates the configured model on the main thread;
- adds/removes one owned `CharacterModel` subtree;
- composes the existing texture/outfit components and reads their extracted inputs;
- changes model transform for scale, yaw and ground alignment;
- configures locomotion loop modes and starts AnimationPlayer playback;
- does not write files, caches, databases or network state.
## Data flow
```mermaid
flowchart TD
Config[Model/class/scale/yaw/content root] --> Load[Load PackedScene]
Load --> Replace[Replace owned CharacterModel]
Replace --> Attach[Attach model and compositor]
Attach --> Ground[Fit mesh bounds to visual ground]
DBC[Existing outfit resolver] --> Outfit[Apply starter outfit]
Ground --> Ready[Emit ready root]
Outfit --> Ready
Ready --> Bind[Discover AnimationPlayer]
Velocity[Horizontal movement velocity] --> State[Moving or stationary]
State --> Select[Run/Walk or Stand/Idle selection]
Bind --> Select
Select --> Playback[Loop and play with blend]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Empty
Empty --> Loading: valid load command
Loading --> Ready: attach + deferred composition
Loading --> Empty: invalid resource
Ready --> Loading: replacement load
Ready --> Empty: empty model command
state Animation {
[*] --> Unbound
Unbound --> Stationary: bind root with animations
Stationary --> Moving: moving=true
Moving --> Stationary: moving=false
Stationary --> Unbound: bind missing player
Moving --> Unbound: bind missing player
}
```
Appearance replacement removes the old root from the scene immediately and
queues it for deletion. Deferred completion checks root identity, so a stale
completion cannot publish a replaced model.
## Main sequence
```mermaid
sequenceDiagram
participant Scene as ThirdPersonWowController
participant Appearance as CharacterAppearancePresenter
participant Existing as Geoset/Compositor/Outfit
participant Animation as CharacterAnimationPresenter
participant Player as AnimationPlayer
Scene->>Appearance: load_character_appearance(content root)
Appearance->>Appearance: load, instantiate and attach root
Appearance->>Existing: compose textures and starter outfit
Appearance-->>Scene: character_appearance_ready(root)
Scene->>Animation: bind_character_root(root)
Animation->>Player: prepare loops and play Stand/Idle
loop Physics ticks
Scene->>Animation: present_locomotion(is moving)
Animation->>Player: play only on state/name change
end
```
## Ownership, threading and resources
- The runtime scene owns one appearance presenter on `Visual` and one animation
presenter below it.
- The appearance presenter exclusively owns the generated `CharacterModel`
subtree; imported shared resources remain Godot-owned.
- The animation presenter borrows an AnimationPlayer reference until rebind or
subtree replacement; the player scene orders rebind through the ready signal.
- Loading, node mutation, bounds calculation, outfit setup and playback occur
on the main thread. There are no workers, locks, RIDs or cancellation tokens.
- The player controller owns neither model resources nor animation state.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Empty model path | Load guard | Clears old root and returns `false` | Contract regression | Configure a path and retry |
| Invalid model resource | Failed PackedScene cast | Remains empty | Named warning with path | Correct/extract asset and retry |
| Replaced deferred completion | Root identity check | Stale completion ignored | Replacement regression | No action required |
| Missing DBC/outfit inputs | Existing resolver returns false/empty | Base model remains visible | Existing resolver diagnostics | Restore extracted inputs and reload |
| Missing AnimationPlayer | Recursive discovery returns null | Presenter becomes unbound | Contract return/read state | Bind a root with animations |
| Missing candidate animation | Candidate selection returns empty | Current playback unchanged | Verifier/source diagnostics | Extend verified candidate policy later |
There is no background load cancellation. Replacement is the recovery path and
invalid model state is explicit through the return value and null read model.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Character model | Human male sandbox GLB | Current sandbox | Before reload | Model scene input |
| Character class ID | `1` | Current sandbox | Before reload | Starter outfit lookup |
| Uniform scale | `1.0` | Current sandbox | Before reload | Character root scale |
| Yaw offset | `90` degrees | Current sandbox | Before reload | Imported model correction |
| Extracted content root | `res://data/extracted` | Local content | Per load override | DBC/item texture input |
| Animation blend | `0.15` seconds | Current sandbox | Before bind/transition | Playback cross-fade/default blend |
| Stationary candidates | `Stand`, then `Idle` | Current sandbox | Fixed | Exact then substring selection |
| Moving candidates | `Run`, then `Walk` | Current sandbox | Fixed | Exact then substring selection |
## Persistence, cache and migration
Presenter state is transient. No saved settings, user profile, database schema
or cache format changes. Existing scene paths remain
`ThirdPersonPlayer/Visual` and add only `Visual/AnimationPresenter`; model and
extracted-data paths retain their defaults. Moving the model exports from the
player node to `Visual` is a scene-authoring ownership change, not persisted
runtime data migration.
## Diagnostics and observability
- Logs: invalid model path warns with the responsible presenter and path.
- Read models: current character root, animation binding and active name.
- Tests: dedicated verifier reports appearance, animation, scene and player boundaries.
- Metrics/correlation IDs: not applicable to this synchronous sandbox presenter.
## Verification
- Unit/contract: synthetic model fixture verifies load, scale, yaw, grounding,
compositor composition, ready signal, replacement and empty-model clearing.
- Animation: synthetic libraries verify nested discovery, exact and substring
candidate selection, loop policy, blend configuration and duplicate suppression.
- Boundary: player source contains no model loading, outfit, bounds or
AnimationPlayer logic; appearance and animation dependencies remain separate.
- Integration: Eastern Kingdoms, Kalimdor and player regression scenes compose
both presenters; existing input/movement/terrain/camera tests remain required.
- Fidelity evidence: only preservation of the current sandbox defaults and
selection rules. No build-12340 appearance or animation parity is claimed.
- Performance: one synchronous model composition per load and constant-time
locomotion calls except on state transition; asset streaming remains future work.
## Extension points
- Replace starter outfit inputs with a versioned appearance/equipment snapshot.
- Replace boolean locomotion input with a typed presentation state after
movement/network contracts define walk, run, jump, fall, swim, mount and emotes.
- Add asynchronous/preloaded model providers behind the appearance command
without moving resource loading back into gameplay.
- Add verified animation IDs/variation policy after build-12340 fixtures exist.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Independent appearance composition | Implemented | Synthetic fixture and three scene wirings | Integrator target update |
| Independent locomotion animation | Implemented | Exact/fallback/loop/blend regression | Add typed presentation state later |
| Current starter outfit | Partial | Existing resolver reused unchanged | Needs extracted DBC fixture and client comparison |
| Current skin/geoset composition | Partial | Existing components reused | Full equipment/customization fidelity incomplete |
| Build-12340 animation semantics | Planned | No original-client fixture | Capture animation IDs/transitions/timing |
| Runtime equipment/network updates | Planned | No snapshot contract | M08/M09/M12 work |
## Known gaps and risks
- Model loading remains synchronous and can hitch when not preloaded.
- Exact appearance, equipment, animation choice, playback speed and blending are unverified.
- The moving input is a sandbox threshold boolean, not authoritative locomotion state.
- The first descendant AnimationPlayer wins; multi-player imported scenes need a
more explicit binding contract if they appear.
- Existing geoset/compositor/outfit implementations retain their own fidelity gaps.
## Source map
| Path | Responsibility |
|---|---|
| `src/scenes/character/character_appearance_presenter.gd` | Model-root ownership, composition, ground fit and outfit setup |
| `src/scenes/character/character_animation_presenter.gd` | AnimationPlayer binding and locomotion playback state |
| `src/scenes/character/character_geoset_controller.gd` | Existing geoset visibility and outfit defaults |
| `src/scenes/character/character_texture_compositor.gd` | Existing skin/equipment texture composition |
| `src/scenes/character/wow_character_outfit_resolver.gd` | Existing DBC starter outfit lookup |
| `src/scenes/player/third_person_wow_controller.gd` | Scene composition and moving-state adapter |
| `src/tests/scenes/character_presentation_model_fixture.tscn` | Asset-free model/grounding fixture |
| `src/tools/verify_character_presentation.gd` | Presenter, scene and dependency regression |
## Related decisions and references
- ADR: none; current behavior and resource formats are preserved.
- Upstream/reference: `targets/02-player-decomposition.md`,
`targets/roadmap/02-rendering-and-graphics.md`,
`targets/roadmap/04-gameplay-systems.md`, `RENDER.md`.
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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`, `M02-GMP-TERRAIN-QUERY-001` consumer migration |
| Owners | Foundation/domain |
| Last verified | `a45d521`, 2026-07-14 |
| 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/terrain-query 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
Godot --> TerrainQuery[AdtTerrainQuery consumer]
Godot --> TargetPlanner[StreamingTargetPlanner consumer]
TerrainQuery --> Tile
TerrainQuery --> Local
TerrainQuery --> Chunk
TargetPlanner --> Tile
TargetPlanner --> 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 spawn, streamer, terrain probe and the extracted
`AdtTerrainQuery` 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/gameplay/terrain/adt_terrain_query.gd` | Typed Godot-position consumer for ADT tile/local/chunk lookup |
| `src/render/streaming/streaming_target_planner.gd` | Typed Godot-position consumer for ADT focus tile and boundary-local lookup |
| `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, M02-GMP-SANDBOX-CAPABILITIES-001, M02-GMP-INPUT-PROFILE-335-001 and presentation consumers |
| Owners | Gameplay local movement state; scene composition owns the instance |
| Last verified | M02-GMP-INPUT-PROFILE-335-001 worktree, 2026-07-15 |
| Profiles/capabilities | `RenderSandbox` debug movement; `Blizzlike335` selected bindings and keyboard turn with debug sprint/flight rejected |
## 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 and convert
signed turn intent into a yaw delta 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
Profile[Scene profile ID] --> Capabilities[PlayerMovementCapabilities]
Capabilities --> Movement
Movement --> Displacement[Godot-world displacement]
Movement --> Yaw[Godot yaw delta radians]
Movement --> Velocity[Read-only velocity state]
Scene[ThirdPersonWowController] --> Basis
Displacement --> Scene
Scene --> Transform[Player world transform]
Scene --> Terrain[TerrainQuery and ground snap adapter]
Velocity --> Presentation[Visual facing and CharacterAnimationPresenter 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 |
|---|---|---|---|---|
| `PlayerMovementCapabilities.render_sandbox()` | Factory | Creates the only debug sprint/free-flight capability set | Immutable caller value | None |
| `PlayerMovementCapabilities.blizzlike_335()` | Factory | Creates the compatibility-safe set with debug movement disabled | Immutable caller value | Name is intent, not a parity claim |
| `PlayerMovementCapabilities.for_profile_id(...)` | Factory | Maps composition configuration once; unknown IDs fail closed | Immutable caller value | Unknown maps to `Blizzlike335` |
| `LocalPlayerMovementController.new(...)` | Constructor | Sets explicit speeds, acceleration, sprint multiplier and movement capabilities | Created by composition root; retained for player scene lifetime | Null capability defaults to `Blizzlike335` |
| `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 |
| `movement_profile_id` | Read-only state | Effective capability profile ID | Controller lifetime | None |
| `toggle_sandbox_flight()` | Command | Toggles flight only when explicitly permitted and clears velocity | Owning physics/input thread | Rejected request returns `false` with state unchanged |
| `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 |
| `calculate_yaw_delta_radians(move_intent, delta_seconds)` | Pure query | Converts signed turn input to Godot yaw delta | Owning physics thread | 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 |
| `keyboard_turn_speed_radians_per_second` | Positive keyboard yaw speed; defaults to PI rad/s |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `MoveIntent` | `PlayerInputSource` | Movement controller | Immutable caller-held value | One physics tick |
| Input | `PlayerMovementCapabilities` | Application/player scene composition | Movement controller | Immutable caller-held value | Controller lifetime |
| Input | Godot-world `Basis` | Player or `ThirdPersonCameraRig` 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 | Yaw delta radians | Movement controller | Player scene adapter | Scalar value | Applied before movement basis selection |
| Output | Velocity `Vector3` | Movement controller | Facing and `CharacterAnimationPresenter` scene 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]
Intent --> Turn[Calculate signed yaw delta]
Turn --> SceneYaw[Scene applies character yaw]
Basis[Player or camera-pivot Basis] --> Directions[Forward/right directions]
Directions --> Target
Config[Speeds and sprint multiplier] --> Target
Profile[RenderSandbox or Blizzlike335] --> Capability[Immutable debug capabilities]
Capability -->|allow or reject sprint| Target
Capability -->|allow or reject flight toggle| Current
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 [debug flight allowed] / clear velocity
GroundedSandbox --> GroundedSandbox: toggle [debug flight rejected]
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 Cap as PlayerMovementCapabilities
participant Present as CharacterAnimationPresenter adapter
Input-->>Scene: MoveIntent
Scene->>Cap: map configured profile once
Scene->>Move: construct with immutable capabilities
Scene->>Move: calculate_yaw_delta_radians(intent, delta)
Move-->>Scene: yaw delta
Scene->>Scene: apply yaw and synchronize camera orbit yaw
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.
- The composition root creates one immutable capability value; the controller
retains it and exposes only its effective profile ID.
- 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 |
| Flight/sprint request in `Blizzlike335` | Capability check | Request has no effect | Profile regression | Select explicit `RenderSandbox` only for tooling/debug scenes |
| Unknown/null profile capability | Factory/constructor safe default | Uses `Blizzlike335`; debug movement disabled | Capability regression | Correct composition profile ID |
| Missing terrain data | `TerrainGroundSample.is_available == false` | Scene skips existing ground snap | Stable terrain failure code | Replace/recover query backend |
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 |
| Debug sprint permission | Enabled | `RenderSandbox` only | Immutable | Allows sprint request multiplier |
| Debug free-flight permission | Enabled | `RenderSandbox` only | Immutable | Allows toggle and vertical movement |
| Compatibility-safe debug permissions | Disabled | `Blizzlike335` | Immutable | Ignores sprint/toggle requests |
| Keyboard turn rate | `3.141594` rad/s | `Blizzlike335` composition | Fixed for controller lifetime | Server-contract default applied to signed turn intent |
## 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, signed keyboard turn and invalid delta.
- Capability: `verify_player_movement_capabilities.gd` covers three profile-ID
cases, safe defaults, sprint/flight allow/reject behavior and two real scene compositions.
- 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: translation defaults remain regression-locked against the
pre-extraction sandbox. The compatibility keyboard turn default is pinned to
TrinityCore 3.3.5 `playerBaseMoveSpeed[MOVE_TURN_RATE]`; that server contract
does not alone prove original-client timing parity.
- 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.
- A future application profile can map to this narrow capability value without
coupling the movement controller to the application shell.
## 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 |
| Compatibility keyboard turn | Implemented | Pinned server-core value, signed pure cases and real-scene profile regression | Direct original-client timing comparison remains required |
| Existing camera-relative free flight | Implemented in `RenderSandbox` | Pitched-basis, profile and toggle/reset cases | Original-client flight semantics remain out of scope |
| Typed sprint/free-flight exclusion | Implemented | Pure and real-scene profile regressions | Application shell must select profile explicitly later |
| Terrain height query | Implemented | Typed `TerrainQuery` and injected player regression | Ground-snap policy remains scene-owned |
| Terrain collision movement policy | Planned | Height-only query does not model collision | Add slopes/holes/collision later |
| 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
- Translation/acceleration defaults preserve the existing sandbox and 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, but its ADT data access is now behind
a replaceable `TerrainQuery`.
- Runtime renderer scenes intentionally default to `RenderSandbox`; a future
game-client composition must explicitly select `Blizzlike335`.
- `Blizzlike335` currently means only debug movement exclusion and must not be
interpreted as evidence that remaining movement semantics are 1:1.
- 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/gameplay/movement/player_movement_capabilities.gd` | Immutable profile-to-debug-capability contract and safe defaults |
| `src/gameplay/terrain/terrain_query.gd` | Replaceable ground-height input boundary |
| `src/scenes/player/third_person_camera_rig.gd` | Camera-relative sandbox flight basis producer |
| `src/scenes/character/character_animation_presenter.gd` | Locomotion presentation consumer behind the scene adapter |
| `src/scenes/player/third_person_wow_controller.gd` | Composition, basis selection, displacement/terrain and presentation-state adapters |
| `src/tools/verify_local_player_movement.gd` | Pure numeric, state-transition and dependency regression |
| `src/tools/verify_player_movement_capabilities.gd` | Profile factory, allow/reject and real-scene regression |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free integrated player fixture |
| `src/tools/verify_player_input.gd` | Input-to-movement scene regression |
| `src/tests/fixtures/player_input_profile_335.json` | Turn-rate and selected binding provenance |
## 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`.
@@ -0,0 +1,220 @@
# M2 Unique Placement Registry
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-M2-UNIQUE-REGISTRY-001` |
| Owners | Cross-tile positive ADT MDDF unique-ID reservations |
| Last verified | Worktree `work/sindo-main-codex/m03-m2-unique-registry`, 2026-07-16 |
| Profiles/capabilities | Existing static M2 placement path; session-memory only |
## Purpose
Ensure a positive ADT `MDDF.uniqueId` has at most one owning streamed tile while
allowing unkeyed placements through and returning skipped keys for loader-driven
candidate retry after the owner unloads.
## Non-goals
- Own tile state, retry queues, worker/group/build jobs or detail radius rules.
- Group placements or create MultiMesh, Mesh, Node, material or RID resources.
- Validate M2 paths, transforms, animation, materials or build-12340 fidelity.
- Persist reservations or define a generic identity/ownership framework.
- Change cache formats, quality profiles or placement visibility.
## Context and boundaries
```mermaid
flowchart LR
ADT[ADT M2 placement dictionaries] --> Loader[StreamingWorldLoader adapter]
Loader --> Registry[M2UniquePlacementRegistry]
Registry --> Accepted[Filtered placements + owned keys]
Registry --> Skipped[Skipped keys]
Accepted --> Group[Existing worker grouping/build path]
Skipped --> TileState[Loader-owned tile retry state]
Unload[Owner tile unload] --> Loader
Loader -->|release keys| Registry
Loader -->|notify released candidates| Retry[Existing detail sync queue]
```
Allowed dependencies are scalar/container values from the ADT adapter. Node,
SceneTree, RenderingServer, ResourceLoader, WorkerThreadPool, gameplay, network,
editor UI, files and persistent caches are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `reserve(tile_key, m2_placements)` | Command/query | Reserve available positive IDs and return fresh filtered/owned/skipped arrays | Renderer owner thread/session | Invalid non-Dictionary entries are ignored; unkeyed entries pass through |
| `release(tile_key, unique_keys)` | Command | Release only keys owned by the supplied tile | Renderer owner thread/session | Unknown/non-owner/empty keys are ignored |
| `clear()` | Lifecycle command | Drop every reservation on world reset/shutdown | Renderer owner thread | Idempotent |
| `active_count()` | Query | Return current reservation count | Renderer owner thread | No failure state |
| `diagnostic_snapshot()` | Read model | Return sorted detached key/tile ownership records | Caller-owned result | Exposes no mutable registry reference |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Tile key | Streamer tile state | Registry reservation owner | Copied string | Reservation lifetime |
| Input | Raw M2 placement dictionaries | ADT parser result | Registry | Loader-owned; read only | One reserve call |
| Input | Claimed key array | Tile state | Registry release | Loader-owned; read only | One release call |
| Output | Filtered placement array | Registry | M2 grouping task adapter | Fresh shallow array; placement dictionaries remain source values | One request |
| Output | Owned `uid:<decimal>` keys | Registry | Loader tile state | Fresh strings/array | Until release |
| Output | Skipped keys | Registry | Loader candidate retry state | Fresh strings/array | Until owner release/retry |
| Output | Released keys | Registry | Loader candidate notifier | Fresh array in input order | One release |
| Output | Detached diagnostics/count | Registry | Metrics/tests | Caller-owned scalars/dictionaries | One query |
Only `unique_id > 0` enters the registry. Missing, zero and negative values have
an empty key and remain untracked, matching the prior loader behavior.
## Data flow
```mermaid
flowchart TD
Reserve[reserve tile + placements] --> Placement[Iterate placement order]
Placement --> Dict{Dictionary?}
Dict -->|no| Placement
Dict -->|yes| Positive{unique_id > 0?}
Positive -->|no| Pass[Append untracked placement]
Positive -->|yes| Owned{Key already owned?}
Owned -->|no| Claim[Set owner and append placement/key]
Owned -->|same tile + already in this call| Duplicate[Suppress duplicate]
Owned -->|same tile + first in this call| PassOwner[Append placement/key]
Owned -->|other tile| Skip[Append skipped key once]
Pass --> Placement
Claim --> Placement
Duplicate --> Placement
PassOwner --> Placement
Skip --> Placement
Release[release tile + keys] --> Owner{Tile is current owner?}
Owner -->|yes| Erase[Erase and return key]
Owner -->|no| Ignore[Leave reservation unchanged]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Empty
Empty --> Reserved: reserve positive unowned ID
Reserved --> Reserved: same-owner reserve / competing skip / non-owner release
Reserved --> Empty: owner releases final ID
Reserved --> Empty: clear world/reset
Empty --> Empty: unkeyed reserve / unknown release / clear
Empty --> [*]
Reserved --> [*]: owner releases registry after clear
```
## Main sequence
```mermaid
sequenceDiagram
participant TileA as First streamed tile
participant Loader as StreamingWorldLoader
participant Registry as M2UniquePlacementRegistry
participant TileB as Cross-border candidate tile
TileA->>Loader: placements include positive unique ID
Loader->>Registry: reserve(tile A, placements)
Registry-->>Loader: accepted placement + owned key
TileB->>Loader: same placement ID
Loader->>Registry: reserve(tile B, placements)
Registry-->>Loader: skipped key
Loader->>Loader: retain skipped key in tile B state
TileA->>Loader: unload/remove details
Loader->>Registry: release(tile A, owned keys)
Registry-->>Loader: released key
Loader->>Loader: enqueue eligible tile B detail retry
```
## Ownership, threading and resources
- The registry owns one private key-to-owner-string dictionary.
- The loader owns tile-held owned/skipped arrays, retry discovery, task/build
lifecycle and every MultiMesh/Node/Mesh/material/RID side effect.
- Calls currently occur on the renderer main thread. The registry has no lock and
must not be mutated concurrently.
- Returned arrays and diagnostic dictionaries are fresh; source placement
dictionaries are passed through shallowly and must remain read-only.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Invalid placement variant | Type guard | Ignore entry | Contract test | Repair parser/adapter input |
| Missing/non-positive ID | Key rule | Pass placement without ownership | Smoke/contract test | Expected legacy behavior |
| Cross-tile duplicate | Owner lookup | Skip placement and return key once | Tile skipped-key state | Owner release triggers eligible candidate retry |
| Non-owner release | Owner comparison | Ignore; preserve owner | Contract test | Release from recorded tile |
| Reset/shutdown | Loader lifecycle | Clear all reservations | Shutdown regression/count | New world reserves afresh |
There is no asynchronous work or cancellation inside the registry. Loader-owned
tasks are cancelled independently before/reset around registry clearing.
## Configuration and capabilities
The registry introduces no settings. It applies to all positive IDs in the
existing static M2 placement path. Detail radius, M2 enablement, build budgets
and animation allowlists remain loader/profile configuration.
## Persistence, cache and migration
Reservations are runtime-only and are not serialized. M2 `.tscn/.glb`, animation,
mesh/material refresh and ADT cache versions remain unchanged. No rebuild or
migration is required.
## Diagnostics and observability
- `active_count()` continues to feed `m2_active_unique_ids` baseline metrics.
- Detached diagnostics sort by unique key for deterministic inspection and expose
only strings/counts.
- Contract timing covers repeated 256-placement reserve/release cycles. Asset-
backed streaming p95/p99 remains milestone acceptance work.
## Verification
- `verify_m2_unique_placement_registry.gd`: invalid/unkeyed handling, within-call
duplicate suppression, same-owner repeat, cross-tile skip, owner-checked release,
retry, idempotent clear, detached/sorted diagnostics, source boundary and timing.
- `verify_m2_unique_dedupe.gd`: existing `uid:11785` cross-tile smoke now targets
the extracted public contract rather than loader-private methods.
- Facade, terrain, internal-access, manifest, shutdown, scheduler, streaming and
coordinate regressions remain required.
- Fidelity evidence is dedupe behavior preservation only. No new build-12340
visual parity claim is made.
## Extension points
- Expose detached ownership diagnostics through facade metrics only if needed.
- Extract grouping/build orchestration as separate services with explicit budgets.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Cross-tile positive-ID ownership | Implemented extraction | Dedicated contract plus legacy smoke | Asset-backed boundary traversal timing pending |
| Candidate retry and M2 build | Remains in loader | Existing release adapter/source boundary | Broader M2 service extraction required |
## Known gaps and risks
- Placement dictionaries are shallow pass-through values at the ADT boundary.
- Same-owner reservations across separate calls intentionally pass again; the
caller's existing root/task guards prevent duplicate build requests.
- First owner follows tile processing order, matching prior behavior rather than
a canonical geometric owner rule.
- Group/build/load/animation caches and render finalization remain monolithic.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/m2/m2_unique_placement_registry.gd` | Positive-ID keying, ownership, release and diagnostics |
| `src/scenes/streaming/streaming_world_loader.gd` | Reservation adapters, tile state, candidate retry and M2 rendering |
| `src/tools/verify_m2_unique_placement_registry.gd` | Contract, lifecycle, source and timing regression |
| `src/tools/verify_m2_unique_dedupe.gd` | Historical cross-tile smoke fixture |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
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# Player Input
## Metadata
| Field | Value |
|---|---|
| Status | Partial |
| Target/work package | M02 / M02-GMP-INPUT-001, M02-GMP-SANDBOX-CAPABILITIES-001, M02-GMP-INPUT-PROFILE-335-001 |
| Owners | Gameplay input boundary; `sindo-main-codex` for current package |
| Last verified | M02-GMP-INPUT-PROFILE-335-001 worktree, 2026-07-15 |
| Profiles/capabilities | Distinct RenderSandbox and Blizzlike335 action layouts; debug execution remains RenderSandbox-only |
## Purpose
Convert remappable Godot Input Map actions into an immutable, scene-free
`MoveIntent` that can be consumed by the independently testable local movement
controller. Select either the preserved renderer-sandbox layout or the verified
build-12340 movement bindings at the scene composition boundary.
## Non-goals
- Define authoritative server movement, prediction or reconciliation.
- Own character transform, terrain queries, camera state or animation state.
- Implement jump, autorun, left-button select/move or persisted binding settings.
- Remove process-wide debug actions; Blizzlike335 sampling ignores them and the
movement capability boundary also rejects directly constructed debug requests.
## Context and boundaries
```mermaid
flowchart LR
Devices[Keyboard and mouse] --> InputMap[Godot Input Map]
InputMap --> Source[PlayerInputSource]
Profile[RenderSandbox or Blizzlike335] --> Source
Source --> Intent[MoveIntent]
Intent --> Movement[LocalPlayerMovementController]
Profile[PlayerMovementCapabilities] --> Movement
Movement --> Controller[ThirdPersonWowController adapter]
Controller --> Camera[ThirdPersonCameraRig]
```
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, vertical and turn 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.new(profile_id)` | Constructor | Selects sandbox or compatibility action layout once | Scene lifetime | Unknown IDs fail closed to `Blizzlike335` |
| `PlayerInputSource.sample_move_intent()` | Adapter method | Samples the selected action layout 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 |
| `PlayerInputSource.compose_blizzlike_335_move_intent(...)` | Pure factory | Composes Q/E strafe, A/D turn and right-mouse A/D strafe semantics | 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 | `ThirdPersonCameraRig` through player dispatch | Engine-owned event | Current input dispatch only |
| Output | `MoveIntent` | `PlayerInputSource` | `LocalPlayerMovementController` through scene composition | Immutable caller-held value | One physics tick |
| Output | Debug sprint request/vertical axes | `PlayerInputSource` | Capability-gated movement controller | Immutable intent fields | One physics tick |
| Output | Signed turn axis | `PlayerInputSource` | `LocalPlayerMovementController` | Immutable scalar | One physics tick |
| Output | Camera action names | `PlayerInputActions` | `ThirdPersonCameraRig` | Static constants | Process lifetime |
Side effects:
- `PlayerInputSource` has no side effects beyond reading current engine input.
- `ThirdPersonCameraRig` owns mouse mode, orbit state and camera transforms;
player remains only the event-dispatch composition boundary.
- 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]
Profile[Selected input profile] --> Source
Map -->|camera events| Camera[ThirdPersonCameraRig]
Source -->|clamp cancel normalize| Intent[MoveIntent]
Intent --> Consumer[LocalPlayerMovementController]
Profile[PlayerMovementCapabilities] --> Consumer
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. RenderSandbox
retains debug requests in its intent; Blizzlike335 does not sample them, and the
immutable movement capability also rejects directly constructed requests.
## 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: calculate yaw delta, then 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 |
| Debug request in `Blizzlike335` | Input profile and movement capability checks | Input adapter omits it; directly constructed request has no effect | Profile/capability regressions | Use `RenderSandbox` only when debug movement is intended |
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 and Up/Down | Both | Yes, through Input Map | Produces signed forward axis |
| Strafe left/right | Physical A/D | `RenderSandbox` | Yes | Preserves renderer baseline |
| Strafe left/right | Physical Q/E | `Blizzlike335` | Yes | Matches selected build-12340 defaults |
| Keyboard turn | Physical A/D and Left/Right | `Blizzlike335` | Yes | Produces signed turn axis |
| Camera-held A/D | Physical A/D while right mouse is held | `Blizzlike335` | Yes | Produces strafe and suppresses keyboard turn |
| 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 | Executable only in `RenderSandbox` | Yes | Requests multiplier; `Blizzlike335` ignores it |
| Debug flight up/down/toggle | E/Q/Space | Executable only in `RenderSandbox` | Yes | Requests free flight; `Blizzlike335` remains grounded |
## 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,
both profile defaults, axis cancellation/clamping/normalization, turn routing,
safe profile fallback, fixture provenance and debug request flags.
- Integration/E2E: `src/tests/scenes/player_input_regression.tscn` is loaded by
the verifier, which drives sandbox forward/camera/flight plus compatibility
keyboard turn and right-mouse strafe through real scene controllers.
- Profile integration: `verify_player_movement_capabilities.gd` drives sprint
and flight actions through real `RenderSandbox` and `Blizzlike335` scene instances.
- Fidelity evidence: sanitized fixture `player_input_profile_335.json` pins the
private build-12340 `DefaultBindings.wtf`/`Bindings.xml` hashes and selected
movement/camera commands. TrinityCore 3.3.5 revision
`2853a621d6af91a803787a2b8a509f4ce3e0300d` pins the server-contract player
turn rate. WoWee revision `626243e937fb93965fa583a6507ed5a1aa7dda4b`
supports right-mouse A/D strafe routing. Both are compatibility references,
not direct original-client timing/conditional-behavior proof.
- 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 |
| Selected 3.3.5a movement defaults | Implemented | Pinned private-source hashes, sanitized selected bindings and profile regressions | Jump, autorun and left-button behavior remain planned |
| Compatibility-profile exclusion of sprint/flight | Implemented | Typed capability and two real-scene regressions | Application shell selection remains future work |
| Jump/fall/swim/fly gameplay semantics | Planned | M02 target and gameplay roadmap | Implement after terrain/movement state extraction |
## Known gaps and risks
- Only selected movement/camera binding facts are implemented; the fixture explicitly records unimplemented defaults.
- Input Map still exposes debug bindings process-wide; the movement consumer now
rejects their effects outside `RenderSandbox`.
- Camera state is extracted; active collision remains an explicit planned policy.
- 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/gameplay/movement/player_movement_capabilities.gd` | Defense-in-depth execution gate for debug requests |
| `src/scenes/player/third_person_camera_rig.gd` | Camera-action consumer and orbit/zoom state |
| `src/scenes/player/third_person_wow_controller.gd` | Composition and input-event dispatcher |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free controller movement/camera regression fixture |
| `src/tests/fixtures/player_input_profile_335.json` | Sanitized build-12340 binding and server turn-rate provenance |
| `src/tools/verify_player_input.gd` | Headless contract/integration regression |
| `src/tools/verify_player_movement_capabilities.gd` | Sandbox versus compatibility-profile 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`, and the
pinned sources recorded in `player_input_profile_335.json`.
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# Render Budget Scheduler
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | `M03-RND-SCHEDULER-001` |
| Owners | Renderer workstream / M03 integrator |
| Last verified | Worktree `work/sindo-main-codex/m03-render-budget-scheduler`, 2026-07-16 |
| Profiles/capabilities | Runtime and Editor main-thread operation quotas; profile values supplied by streamer composition |
## Purpose
Issue a bounded number of permits for each renderer operation lane during one
process frame. The scheduler centralizes quota accounting and teardown
cancellation without taking ownership of queues or render work.
## Non-goals
- Own, sort, drain or cap the stored length of a renderer queue.
- Submit, cancel or await worker and `ResourceLoader` tasks.
- Execute callbacks or mutate the SceneTree, resources, caches or RIDs.
- Adapt limits from elapsed time or create a general job/dependency framework.
- Select renderer quality or compatibility profiles.
## Context and boundaries
```mermaid
flowchart LR
Config[Streamer exported per-frame limits] --> Frame[operation limit snapshot]
Frame --> Scheduler[RenderBudgetScheduler]
Queues[StreamingWorldLoader owned queues] --> Drains[Ordered queue drains]
Scheduler -->|boolean permits| Drains
Drains --> Render[Main-thread finalize/attach/evict]
Shutdown[StreamingWorldLoader exit] -->|cancel| Scheduler
Scheduler -. does not own .-> Queues
```
Allowed dependencies are Godot value containers and `RefCounted`. The module
must not depend on `Node`, `WorkerThreadPool`, `ResourceLoader`, `RenderingServer`,
mutexes, renderer assets or streamer queue fields.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Failure behavior |
|---|---|---|---|---|
| Lane constants | `StringName` constants | Stable operation categories used in the frame limit map | Process lifetime | Unknown lanes have zero permits |
| `begin_frame` | Method | Replaces all limits and clears consumption diagnostics for one frame | Main thread; once before drains | Negative limits clamp to zero; cannot revive a cancelled instance |
| `has_remaining_permit` | Query | Tests a lane without consuming | Main thread; current frame | Unknown/exhausted/cancelled returns `false` |
| `try_consume_permit` | Mutation | Atomically checks and consumes one caller operation permit | Main thread; current frame | Unknown/exhausted/cancelled returns `false` |
| `remaining_permits` | Query | Returns a lane's current unconsumed count | Main thread; current frame | Unknown/cancelled returns zero |
| `consumed_permits_snapshot` | Query | Returns detached per-lane diagnostics | Caller owns returned dictionary | Mutation cannot affect scheduler state |
| `cancel` | Lifecycle method | Permanently stops new permits and clears remaining limits | Main thread; renderer teardown | Idempotent; does not interrupt in-flight caller work |
| `is_cancelled` | Query | Reports terminal lifecycle state | Scheduler lifetime | No failure |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `Dictionary[StringName, int]` operation limits | `StreamingWorldLoader` configuration snapshot | Scheduler | Copied by scheduler | One process frame |
| Input | Lane ID | Ordered streamer drain | Scheduler | Constant value | One permit check |
| Input | Cancellation | Streamer `_exit_tree` | Scheduler | Terminal flag | Renderer instance lifetime |
| Output | Permit boolean | Scheduler | Streamer drain loop | Scalar | One attempted operation |
| Output | Remaining count | Scheduler | Streamer/tests | Scalar | Current frame |
| Output | Consumed snapshot | Scheduler | Diagnostics/tests | Detached caller-owned copy | Current frame snapshot |
The scheduler has no I/O, logging, SceneTree, task, cache or GPU side effects.
## Data flow
```mermaid
flowchart TD
Exports[Exported operation limits] --> Limits[_render_operation_limits_for_frame]
Limits --> Begin[begin_frame]
Begin --> Remaining[remaining permits by lane]
Queue[Non-empty caller-owned queue] --> Check[try_consume_permit]
Remaining --> Check
Check -->|true| Execute[Caller performs one operation]
Check -->|false| Defer[Operation remains queued]
Execute --> Consumed[consumed permits diagnostics]
```
## Lifecycle and state
```mermaid
stateDiagram-v2
[*] --> Ready
Ready --> FrameActive: begin_frame
FrameActive --> FrameActive: consume/check
FrameActive --> FrameActive: begin_frame resets limits
Ready --> Cancelled: cancel
FrameActive --> Cancelled: cancel
Cancelled --> Cancelled: begin_frame/check/cancel
Cancelled --> [*]
```
Cancellation is intentionally terminal. A new renderer scene creates a new
scheduler instance; an old instance cannot accidentally resume after teardown.
## Main sequence
```mermaid
sequenceDiagram
participant Stream as StreamingWorldLoader
participant Budget as RenderBudgetScheduler
participant Queue as Loader-owned queues
participant Render as SceneTree/RenderingServer
Stream->>Budget: begin_frame(operation limits)
loop existing fixed drain order
Stream->>Queue: inspect next operation
Stream->>Budget: try_consume_permit(lane)
Budget-->>Stream: true or false
Stream->>Render: execute one operation when true
end
Stream->>Budget: cancel() during _exit_tree
Budget-->>Stream: later permits rejected
Stream->>Stream: await tasks and release owned resources
```
## Ownership, threading and resources
- `StreamingWorldLoader` owns every queue, task registry, cache, Node, Resource and RID.
- The scheduler owns two small per-frame counter dictionaries and one terminal flag.
- The streamer preserves operation order. In particular, chunk removals and
creations share `CHUNK_GEOMETRY`, with removals drained first.
- All current scheduler calls occur on the Godot main thread. The service has no
mutex and is not safe for concurrent mutation.
- A scheduler instance lives exactly as long as its loader instance.
## Errors, cancellation and recovery
| Condition | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Negative/zero limit | `begin_frame` clamp | Lane issues no permits | Contract verifier | Correct configuration or accept disabled lane |
| Unknown lane | Permit lookup miss | Returns `false`/zero | Contract verifier | Add the lane to the frame snapshot |
| Exhausted lane | Remaining count is zero | Work remains in caller queue for a later frame | Queue-depth/hitch metrics | Next `begin_frame` replenishes permits |
| Renderer teardown | Streamer calls `cancel` before task waits | New permits stop immediately | Shutdown ownership regression | New scene creates a new scheduler |
| In-flight operation at cancel | Caller already consumed permit | Scheduler does not interrupt it | Ownership docs | Caller completes/cleans it through existing shutdown path |
This cancellation scope is permit issuance, not worker cancellation. Existing
task/result staleness and shutdown waits remain streamer responsibilities.
## Configuration and capabilities
The streamer's existing exported values populate 16 lanes: tile finalization,
terrain upgrade/control-splat/splat-cache/splat-build, water finalization, shared
chunk geometry, tile-load starts, tile LOD create/remove, M2 animation/mesh
finalization and build, WMO instance/group build, and detail synchronization.
Defaults and quality-preset assignments are unchanged. `tile_finalize` retains
its historical minimum of one; other negative values behave as zero.
## Persistence, cache and migration
The module is runtime-only and serializes nothing. It changes no cache, asset,
scene, protocol or database format and requires no version bump or migration.
## Diagnostics and observability
- `consumed_permits_snapshot` exposes detached per-frame counts for tests and
future facade metrics without exposing mutable scheduler state.
- Existing queue depths, named hitch sections and `HITCH`/`PERF` logs remain in
`StreamingWorldLoader`.
- No scheduler logging occurs on the hot permit path.
## Verification
- `src/tools/verify_render_budget_scheduler.gd` covers exact exhaustion,
independent lanes, shared removal/create priority, frame reset, invalid/unknown
lanes, detached diagnostics, terminal cancellation and source boundaries.
- The verifier performs 20,000 permit checks with a generous 150 ms regression
ceiling on the headless runner; this is a guard, not a renderer p95 claim.
- Integration regressions must retain the seven renderer checkpoint plans and
existing focus/planner/facade contracts.
- Fidelity evidence is behavior-preserving: exported values, process order,
cache versions and visual operations are unchanged. No build-12340 parity
claim follows from this extraction.
## Extension points
- Add facade consumption metrics using detached snapshots.
- Move a service's queue drain behind its own boundary while retaining these lane IDs.
- Add measured time-aware policy only after asset-backed p95/p99 evidence proves
fixed operation counts insufficient; do not embed callbacks in this scheduler.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Per-lane frame bounds | Implemented | Exact exhaustion and independent-lane contracts | Asset-backed p95/p99 baseline remains |
| Shared removal/create priority | Implemented | Synthetic shared `CHUNK_GEOMETRY` contract | Other service priorities remain streamer-owned |
| Teardown permit cancellation | Implemented | Terminal cancellation contract and loader source gate | Worker stale-result cancellation remains streamer-owned |
| Detached consumption diagnostics | Implemented | Snapshot isolation contract | Not yet exposed through facade metrics |
## Known gaps and risks
- Queue storage length is not capped; only per-frame draining is bounded.
- Worker concurrency and stale-result cancellation remain existing streamer logic.
- Exact p95/p99 impact requires local extracted assets and paired baseline runs.
- Lane IDs are dynamic dictionary keys; the verifier guards the current contract.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/streaming/render_budget_scheduler.gd` | Scene-free lane counters, permits, diagnostics and cancellation |
| `src/scenes/streaming/streaming_world_loader.gd` | Limit composition, fixed drain order, queue/resource ownership and operation execution |
| `src/tools/verify_render_budget_scheduler.gd` | Asset-free behavior, dependency and bounded timing regression |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`streaming-target-planner.md`](streaming-target-planner.md)
- [`../../targets/03-renderer-facade.md`](../../targets/03-renderer-facade.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
- [`../CODING_STANDARD.md`](../CODING_STANDARD.md)
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# Streaming Target Planner
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | `M03-RND-STREAMING-PLANNER-001` |
| Owners | Renderer workstream / M03 integrator |
| Last verified | `e887c3b`, 2026-07-15 |
| Profiles/capabilities | Runtime and Editor preview ADT target selection; profile values supplied by caller |
## Purpose
Calculate which available ADT tiles are wanted and retained for one typed focus
without accessing the SceneTree, worker tasks, renderer queues, caches or GPU
resources. Runtime planning preserves prewarm, hysteresis and boundary-prefetch
behavior; editor planning preserves the square preview radius.
## Non-goals
- Mutate load/finalize/eviction queues.
- Prioritize queued tile paths by world distance.
- Calculate chunk or tile LOD levels after a tile is loaded.
- Own the available WDT tile catalog or cache paths.
- Create, cancel or await jobs.
- Implement M2, WMO, liquid or terrain attachment.
## Context and boundaries
```mermaid
flowchart LR
Focus[GodotWorldPosition] --> Planner[StreamingTargetPlanner]
Policy[StreamingTargetPolicy] --> Planner
Catalog[Available tile keys from WDT/directory] --> Planner
Planner --> Plan[StreamingTargetPlan]
Plan --> Streamer[StreamingWorldLoader queue/state apply]
Streamer --> Queue[Tile load queue]
```
Allowed dependencies:
- typed coordinate values and `CoordinateMapper`;
- immutable planner policy/result contracts;
- read-only available-tile key membership.
Forbidden dependencies:
- `Node`, SceneTree and viewport/camera discovery;
- `WorkerThreadPool`, `ResourceLoader` and filesystem access;
- `RenderingServer`, meshes, materials, nodes and RIDs;
- gameplay, network, UI, editor UI or server adapters;
- streamer queues, tile states and cache dictionaries.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `StreamingTargetPlanner.plan_runtime` | Pure method | Builds wanted/retained sets with edge/corner prefetch | Any thread if caller does not mutate catalog concurrently; call-scoped | Empty catalog produces empty sets |
| `StreamingTargetPlanner.plan_editor` | Pure method | Builds identical editor wanted/retained square sets | Same as runtime planning | Negative radius clamps to zero |
| `StreamingTargetPolicy` | Immutable value | Captures radius margins and boundary threshold for one plan | Caller-owned, shareable | Values retain scene input; effective margins/threshold are clamped |
| `visible_tile_radius` | Pure query | Resolves chunk-radius versus tile-radius visibility | Any thread/value lifetime | No failure |
| `load_tile_radius` | Pure query | Adds non-negative prewarm margin | Any thread/value lifetime | No failure |
| `retained_tile_radius` | Pure query | Adds non-negative hysteresis margin | Any thread/value lifetime | No failure |
| `StreamingTargetPlan` | Immutable value | Holds focus tile and read-only wanted/retained key sets | Caller-owned plan lifetime | No failure |
| `wanted_tile_keys` | Read-only query | Returns immutable wanted set | Plan lifetime | Mutation is rejected by Godot read-only Dictionary |
| `retained_tile_keys` | Read-only query | Returns immutable retained set | Plan lifetime | Mutation is rejected by Godot read-only Dictionary |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `GodotWorldPosition` | `WorldRenderFacade`/streamer focus adapter | Planner | Immutable caller value | One plan |
| Input | Available `<tile_x>_<tile_y>` keys | `StreamingWorldLoader` WDT/directory catalog | Planner membership checks | Loader-owned, read-only during call | Map session |
| Input | `StreamingTargetPolicy` | Streamer configuration snapshot | Planner | Immutable caller value | One or more plans |
| Input | Editor preview radius | Editor scene configuration | Planner | Scalar copy | One plan |
| Output | `StreamingTargetPlan.focus_tile` | Planner/`CoordinateMapper` | Streamer diagnostics | Immutable typed coordinate | Plan lifetime |
| Output | Wanted tile-key set | Planner | Streamer queue/state apply | Plan-owned read-only Dictionary | Plan lifetime |
| Output | Retained tile-key set | Planner | Streamer hysteresis/state apply | Plan-owned read-only Dictionary | Plan lifetime |
Side effects:
- none;
- no input mutation;
- no logging, I/O, task submission, cache access, SceneTree or GPU work.
## Data flow
```mermaid
flowchart TD
Position[GodotWorldPosition] --> Tile[CoordinateMapper.godot_to_adt_tile]
Position --> Local[CoordinateMapper.godot_to_adt_tile_local]
Policy[StreamingTargetPolicy] --> Radii[load and retained radii]
Policy --> Threshold[clamped boundary threshold]
Tile --> Centers[base prefetch center]
Local --> Centers
Threshold --> Centers
Centers --> Wanted[available keys within load radius]
Centers --> Retained[available keys within retained radius]
Catalog[Available tile keys] --> Wanted
Catalog --> Retained
Wanted --> Plan[StreamingTargetPlan]
Retained --> Plan
Tile --> Plan
```
## Lifecycle/state
The planner is stateless. A call creates local center/set dictionaries, freezes
the result dictionaries in `StreamingTargetPlan`, returns the plan and retains
no reference to inputs or output. There is no retry, cancellation or shutdown
state machine.
## Main sequence
```mermaid
sequenceDiagram
participant Stream as StreamingWorldLoader
participant Planner as StreamingTargetPlanner
participant Mapper as CoordinateMapper
participant Plan as StreamingTargetPlan
Stream->>Planner: plan_runtime(catalog, typed focus, policy)
Planner->>Mapper: focus tile and tile-local position
Mapper-->>Planner: typed coordinates
Planner->>Planner: prefetch centers and available key sets
Planner->>Plan: freeze focus/wanted/retained result
Plan-->>Stream: immutable target plan
Stream->>Stream: apply queues, LOD and detail state
```
## Ownership, threading and resources
- `StreamingWorldLoader` owns the available catalog and must not mutate it during a planning call.
- `StreamingTargetPolicy` and typed focus remain caller-owned immutable values.
- The planner owns temporary center/set values only until plan construction.
- `StreamingTargetPlan` owns its read-only result dictionaries.
- The planner creates no Node, Resource, RID, thread, mutex or task.
- Current runtime calls occur on the main thread; scene-free contracts permit a
future worker call only after catalog publication/ownership is explicit.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Empty/unavailable catalog | No membership matches | Valid plan with empty sets | Streamer retains existing missing-data diagnostics | Load a valid WDT/directory catalog and replan |
| Focus outside catalog/grid | Typed coordinate does not match keys | Valid focus tile with filtered empty/partial sets | Caller diagnostic if required | Supply valid focus/map or catalog |
| Negative prewarm/retain margin | Policy effective-radius query | Margin clamps to zero | Contract test | Correct configuration if negative value was unintended |
| Boundary threshold outside range | Policy query | Clamp to `0.0..0.49` | Contract test | Correct configuration or accept safe clamp |
| Plan no longer current | New focus/config/catalog revision | Caller discards ephemeral plan | Streamer refresh diagnostics | Replan from current inputs |
Cancellation is not applicable: planning is synchronous, bounded and owns no
external work. A returned stale plan is simply not retained by the planner.
## Configuration and capabilities
| Setting/capability | Default source | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| `lod2_radius_chunks` | Streamer scene/profile | Renderer | Yes at composition/debug boundary | Converts chunk coverage to minimum ADT radius |
| `lod2_tile_radius` | Streamer scene/profile | Renderer | Yes | Minimum visible ADT radius |
| `warm_tile_margin` | Streamer scene/profile | Renderer | Yes | Extends chunk-derived visible radius |
| `prewarm_tile_margin` | Streamer scene/profile | Renderer | Yes | Extends wanted/load radius |
| `retain_tile_margin` | Streamer scene/profile | Renderer | Yes | Extends retained hysteresis radius |
| `boundary_prefetch_threshold` | Streamer scene/profile | Renderer | Yes | Adds adjacent/corner prefetch centers near tile boundaries |
| Editor preview radius | Editor scene | Authoring preview | Yes | Square wanted/retained preview set |
The planner does not select `Blizzlike335` or `Enhanced`; it applies the values
already selected by renderer composition.
## Persistence, cache and migration
- Planner contracts are runtime-only and are not serialized.
- Existing tile keys and cache paths are unchanged.
- No cache/resource/schema version bump or migration is required.
## Diagnostics and observability
- Logs remain emitted by `StreamingWorldLoader` after applying a plan.
- `StreamingTargetPlan` exposes focus/wanted/retained data for deterministic tests.
- Dedicated verifier reports case count, iteration count, total time and average plan time.
- No correlation ID is required for synchronous ephemeral plans.
## Verification
- Unit/contract: `src/tools/verify_streaming_target_planner.gd` covers center
radii, edge/corner cross product, catalog filtering, clamps, editor behavior,
input/result ownership and scene-free dependencies.
- Integration: streamer source gate confirms both runtime/editor delegation and
removal of `_predictive_focus_tiles` from the monolith.
- Fidelity evidence: expected sets encode the pre-extraction formulas; renderer
checkpoint dry-run must retain all seven checkpoint plans.
- Performance budget: 250 synthetic High-like corner plans average at most
`4.0 ms` each on the headless regression runner; measured result is recorded
in test output.
- Manual diagnostics: unchanged `StreamingWorld` focus/wanted/queued log.
## Extension points
- Direction/velocity/frustum priority can extend policy/input only with fixtures
and a compatibility-safe default reproducing the current position-only plan.
- Multi-focus planning may union additional typed centers without giving the
planner ownership of queues or consumers.
- Queue ordering remains a separate scheduler/application responsibility.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Runtime wanted/retained sets | Implemented | Center/corner/catalog fixtures | Add paired traversal performance evidence |
| Boundary prefetch centers | Implemented | Edge/corner cross-product fixture | Direction/velocity prediction not implemented |
| Editor preview set | Implemented | Negative/radius-one fixtures | Editor viewport integration remains existing adapter |
| Scene-free deterministic execution | Implemented | Dependency/source gate and 250-iteration run | Worker execution is unnecessary today |
| Queue priority/LOD | Not in module | Preserved in streamer | Separate extraction packages |
## Known gaps and risks
- Tile-key sets preserve the streamer's internal string representation; a typed
catalog migration is deferred until it can remove, rather than duplicate, that source of truth.
- Planner time scales with the union of square radii/prefetch centers. The
current bounded regression covers High-like corner input but not pathological custom radii.
- Exact p95/p99 frame impact still requires renderer baseline runs with local assets.
- Direction, velocity and camera frustum do not influence target selection yet.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/streaming/streaming_target_planner.gd` | Pure runtime/editor set calculation and boundary centers |
| `src/render/streaming/streaming_target_policy.gd` | Immutable radius/threshold snapshot and effective clamps |
| `src/render/streaming/streaming_target_plan.gd` | Immutable typed focus and read-only result sets |
| `src/scenes/streaming/streaming_world_loader.gd` | Planner composition and plan application to queues/state |
| `src/tools/verify_streaming_target_planner.gd` | Asset-free behavior/dependency/performance regression |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`../../targets/03-renderer-facade.md`](../../targets/03-renderer-facade.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
- [`../GODOT_BEST_PRACTICES.md`](../GODOT_BEST_PRACTICES.md)
- [`../CODING_STANDARD.md`](../CODING_STANDARD.md)
@@ -0,0 +1,195 @@
# Terrain Chunk Geometry Queue Planner
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-TERRAIN-CHUNK-QUEUE-001` |
| Owners | Pure chunk geometry create/remove request calculation |
| Last verified | Worktree `work/sindo-main-codex/m03-terrain-chunk-queue`, 2026-07-16 |
| Profiles/capabilities | Existing chunk/tile LOD desired state; all profiles |
## Purpose
Compare loader-owned current chunk geometry with desired chunk/tile LOD state
and produce fresh removal and nearest-first creation request arrays.
## Non-goals
- Retain, drain or bound queues, or own per-frame operation permits.
- Create/remove Mesh, Node, material or RID resources.
- Calculate desired chunk/tile LOD, parse ADT data or schedule worker tasks.
- Change cache versions, renderer profiles or visible fidelity rules.
- Provide a generic queue/operation framework.
## Context and boundaries
```mermaid
flowchart LR
Current[Loader-owned tile/chunk state] --> Planner[TerrainChunkGeometryQueuePlanner]
Desired[Desired chunk and tile LOD state] --> Planner
Focus[GodotWorldPosition] --> Planner
Planner --> Remove[Stable-order remove requests]
Planner --> Create[Nearest-first create requests]
Remove --> Loader[StreamingWorldLoader queues]
Create --> Loader
Loader --> Budget[RenderBudgetScheduler permit]
Budget --> GPU[Existing Mesh/Node/RID side effects]
```
Allowed dependencies are typed Godot position and call-local scalar/container
values. SceneTree, RenderingServer, ResourceLoader, worker APIs, gameplay,
network, editor UI, files and persistent caches are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `TerrainChunkGeometryQueuePlanner.plan(tile_states, focus_position)` | Pure query | Return fresh `create_requests` and `remove_requests` arrays | Synchronous; caller owns result | Null/wrong focus returns two empty arrays |
Script-identity validation uses a preload and therefore works from a cold Godot
global-class cache.
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Tile-state read model with current chunks and desired LODs | Streamer | Planner | Loader-owned; read only | One rebuild |
| Input | Desired tile LOD | Tile LOD calculation | Planner | Scalar in loader state | One rebuild |
| Input | Parsed chunk origins and tile fallback origin | ADT result/loader | Planner | Loader-owned; read only | Map session |
| Input | `GodotWorldPosition` | Streamer focus adapter | Planner | Immutable caller reference | One rebuild |
| Output | Remove `{tile, chunk}` records | Planner | Loader removal queue | Fresh caller array/dictionaries | Until drained/rebuilt |
| Output | Create `{tile, chunk, lod, dist_sq}` records | Planner | Loader creation queue | Fresh nearest-first array/dictionaries | Until drained/rebuilt |
Distance is horizontal XZ squared distance from the chunk origin, not its center.
Y is intentionally ignored. A missing/sparse parsed origin falls back to the
tile state's existing origin exactly as before extraction.
## Data flow
```mermaid
flowchart TD
Start[plan] --> FocusValid{Typed focus?}
FocusValid -->|no| Empty[Return two empty arrays]
FocusValid -->|yes| Tile[Iterate tile state insertion order]
Tile --> TileLod{Desired tile LOD active?}
TileLod -->|yes| RemoveAll[Append every current chunk removal]
TileLod -->|no| Compare[Compare current and desired chunks]
Compare --> RemoveMissing[Append current chunks absent from desired]
Compare --> CreateMismatch[Append LOD-mismatched creates]
Compare --> CreateMissing[Append absent desired creates]
CreateMismatch --> Origin[Parsed chunk origin or tile fallback]
CreateMissing --> Origin
Origin --> Distance[Attach squared XZ distance]
RemoveAll --> Next[Next tile]
RemoveMissing --> Next
Distance --> Next
Next --> Sort[Sort creates nearest-first]
Sort --> Result[Return fresh arrays]
```
## Lifecycle/state
The planner is stateless. Each loader queue rebuild supplies current read models
and receives new arrays. The loader adopts and drains those arrays until another
rebuild replaces them. Planner destruction requires no cleanup or cancellation.
## Main sequence
```mermaid
sequenceDiagram
participant Loader as StreamingWorldLoader
participant Planner as TerrainChunkGeometryQueuePlanner
participant Budget as RenderBudgetScheduler
participant Render as Existing terrain finalization
Loader->>Planner: plan(tile states, typed focus)
Planner-->>Loader: fresh create/remove arrays
Loader->>Budget: request shared chunk_geometry permit
Budget-->>Loader: permit
Loader->>Render: pop_back removal first
Loader->>Budget: request shared chunk_geometry permit
Budget-->>Loader: permit
Loader->>Render: pop_front nearest creation
```
## Ownership, threading and resources
- The planner owns only call-local arrays and dictionaries until return.
- The loader owns adopted queue storage, drain ordering, tile/chunk state and all
Mesh/Node/material/RID side effects.
- Calls and drains currently run on the renderer main thread. The planner has no
lock, task, retained resource or concurrent mutation.
- Removal and creation continue to share the existing `chunk_geometry` budget lane.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Null/wrong focus script | Identity guard | Return empty request arrays | Contract verifier | Supply typed focus and rebuild |
| Sparse/out-of-range chunk data | Origin resolver | Use tile fallback origin | Synthetic fixture | Normal ADT completion restores precise origin |
| Tile LOD becomes desired | Desired tile LOD check | Remove every current chunk; no chunk creates | Queue metrics | Existing tile-LOD create path takes over |
| Queue rebuild before drain | Loader lifecycle | Replace old desired-operation arrays | Existing queue metrics | Latest state wins |
| Shutdown/map reset | Loader lifecycle | Loader clears queues; planner has nothing to cancel | Shutdown verifier | New session replans |
## Configuration and capabilities
The planner introduces no settings. It consumes already-calculated desired LOD
state. Operation limits, profile defaults and removal-first drain order remain
loader/scheduler configuration.
## Persistence, cache and migration
No serialization, cache entry or format changes. Baked terrain, control-splat
and splat caches require no rebuild or migration.
## Diagnostics and observability
The planner emits no logs. Existing queue metrics observe the adopted arrays.
The contract verifier reports semantic cases and bounded multi-tile timing.
Asset-backed p95/p99 remains milestone acceptance work.
## Verification
- `verify_terrain_chunk_geometry_queue_planner.gd`: missing/mismatched/unchanged
chunks, tile-LOD removal, sparse origin fallback, XZ-only distance, stable
removals, nearest creates, invalid focus, loader boundary and bounded timing.
- Existing LOD planner, terrain cache, facade, internal-access, manifest,
shutdown, scheduler, streaming and coordinate regressions remain required.
- Fidelity evidence is exact branch/request/order preservation only. No new
build-12340 visual parity claim is made.
## Extension points
- Extract tile-LOD operation planning as its own bounded contract if justified.
- Add explicit typed tile-state adapters only when more than one consumer exists.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Pure chunk create/remove planning | Implemented extraction | Asset-free semantic/source/timing verifier | Asset-backed p95/p99 pending |
| Queue execution/resource ownership | Remains in loader | Drain source boundary and scheduler regression | Further terrain decomposition required |
## Known gaps and risks
- Raw tile/chunk dictionaries remain a transitional ADT adapter boundary.
- The planner performs a second linear tile-state pass beside tile-LOD planning;
bounded synthetic timing is green, but asset-backed frame metrics are pending.
- Equal-distance create ordering retains comparator behavior without a tie-breaker.
- Terrain geometry finalization and state mutation remain monolithic.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/terrain/terrain_chunk_geometry_queue_planner.gd` | Pure request calculation and nearest-first creation order |
| `src/scenes/streaming/streaming_world_loader.gd` | Queue adoption, tile-LOD planning, budgets and render side effects |
| `src/tools/verify_terrain_chunk_geometry_queue_planner.gd` | Semantic, boundary and timing regression |
## Related decisions and references
- [`terrain-chunk-lod-planner.md`](terrain-chunk-lod-planner.md)
- [`world-renderer.md`](world-renderer.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
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# Terrain Chunk LOD Planner
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-TERRAIN-LOD-PLANNER-001` |
| Owners | Pure desired chunk-LOD calculation only |
| Last verified | Worktree `work/sindo-main-codex/m03-terrain-chunk-lod-planner`, 2026-07-16 |
| Profiles/capabilities | Existing Performance/Balanced/High/Custom radii |
## Purpose
Calculate the desired terrain LOD for each populated parsed ADT chunk from one
typed Godot-space focus and one immutable renderer-policy snapshot.
## Non-goals
- Own tile/chunk state, queues, budgets, tasks, Mesh, Node, material or RID.
- Select tile LOD, create/remove geometry or apply a completed plan.
- Normalize custom radii, change profile defaults or claim visual parity.
- Parse ADT data or convert between WoW and Godot coordinate spaces.
## Context and boundaries
```mermaid
flowchart LR
Focus[GodotWorldPosition] --> Planner[TerrainChunkLodPlanner]
Chunks[Parsed ADT chunk records] --> Planner
Config[Streamer LOD configuration] --> Policy[TerrainChunkLodPolicy]
Policy --> Planner
Planner --> Desired[chunk index to LOD 0/1/2]
Desired --> Loader[StreamingWorldLoader state adapter]
Loader --> Queue[Existing create/remove queues and budgets]
```
Allowed dependencies are the typed Godot position, immutable policy and
call-local Array/Dictionary/Vector3 values. SceneTree, RenderingServer, gameplay,
network, files, tasks and persistent caches are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `TerrainChunkLodPolicy.new(...)` | Immutable value | Snapshot enabled flag, three raw radii and chunk size | Caller-owned; one planning refresh | Values are preserved without normalization |
| `TerrainChunkLodPlanner.plan(chunks, focus_position, policy)` | Pure query | Map populated source indices to LOD 0/1/2 | Synchronous; result caller-owned | Invalid/null typed inputs or disabled policy return empty |
The planner validates scripts by preloaded identity so it works from a cold
Godot global-class cache.
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Parsed chunk array with `origin: Vector3` | ADT load result | Planner | Loader-owned; read only | One call |
| Input | `GodotWorldPosition` | Streamer focus adapter | Planner | Immutable caller reference | One call |
| Input | `TerrainChunkLodPolicy` | Streamer exported configuration | Planner | Immutable caller reference | One call |
| Output | `{source_chunk_index: 0/1/2}` | Planner | Loader desired state | Fresh caller dictionary | One call |
The Y coordinate is intentionally ignored. Empty chunk records and chunks beyond
the third radius are absent from the result.
## Data flow
```mermaid
flowchart TD
Start[plan] --> Valid{Typed inputs and enabled?}
Valid -->|no| Empty[Return empty dictionary]
Valid -->|yes| Radii[Square raw radius times chunk size]
Radii --> Iterate[Visit source chunk indices in order]
Iterate --> Populated{Record populated?}
Populated -->|no| Iterate
Populated -->|yes| Center[origin XZ plus half chunk]
Center --> Distance[Squared horizontal distance]
Distance --> Threshold{First inclusive threshold}
Threshold -->|LOD0/1/2| Record[Record source index]
Threshold -->|outside| Iterate
Record --> Iterate
Iterate --> Done[Return desired mapping]
```
## Lifecycle/state
The planner is stateless. A policy is constructed for one refresh, read during
synchronous planning and released. The returned dictionary is then owned by the
loader state. There is no cancellation, recovery state or retained resource.
## Main sequence
```mermaid
sequenceDiagram
participant Stream as StreamingWorldLoader
participant Policy as TerrainChunkLodPolicy
participant Planner as TerrainChunkLodPlanner
Stream->>Policy: snapshot enabled/radii/chunk size
Stream->>Planner: plan(chunks, typed focus, policy)
Planner-->>Stream: fresh desired LOD dictionary
Stream->>Stream: existing tile state, queue and budget application
```
## Ownership, threading and resources
- Planner and policy own no engine resources, nodes, RIDs, tasks or caches.
- The loader retains parsed chunks, desired state and every application side effect.
- Current calls run synchronously on the renderer main thread; the pure inputs
also make isolated contract testing possible without a world scene.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Null/wrong focus or policy script | Identity guard | Empty plan | Contract verifier | Supply typed values next refresh |
| Disabled chunk LOD | Policy flag | Empty plan; existing tile-LOD fallback applies | Existing renderer state | Enable profile option |
| Empty chunk record | Record guard | Preserve sparse source index; omit record | None | Not an error |
| Custom negative radius | No normalization | Existing squared-radius behavior is retained | Regression fixture | Change caller configuration if undesired |
There is no asynchronous work or cancellation token.
## Configuration and capabilities
The policy snapshots `use_chunk_terrain_lods`, `lod0_radius_chunks`,
`lod1_radius_chunks`, `lod2_radius_chunks` and the existing `CHUNK_SIZE`. Inclusive
squared thresholds and raw custom values deliberately preserve prior behavior.
## Persistence, cache and migration
No serialization or cache format changes. Existing baked terrain, control-splat
and splat cache versions remain unchanged and require no rebuild.
## Diagnostics and observability
The service emits no logs. The contract verifier reports semantic cases and a
bounded synthetic timing. Asset-backed p95/p99 remains milestone acceptance work.
## Verification
- `verify_terrain_chunk_lod_planner.gd`: center and vertical invariance,
inclusive thresholds, sparse/outside chunks, disabled/custom-negative policy,
loader delegation and 250-by-256 bounded planning.
- Renderer cache, facade, internal-access, baseline, scheduler, target-planner,
focus, ground-query and coordinate-boundary regressions remain required.
- Fidelity evidence is formula preservation only; no new build-12340 visual
equivalence claim is made.
## Extension points
- Add measured direction/velocity only through an explicit policy/contract change.
- Keep queue prioritization and LOD application as separately bounded services.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Pure chunk desired-LOD calculation | Implemented extraction | Asset-free semantic/source-boundary contract | Asset-backed p95/p99 pending |
| Queue/state/finalization ownership | Remains in loader | Source-boundary regression | Further terrain decomposition required |
## Known gaps and risks
- Raw negative and non-monotonic custom radii retain historical squared/ordered
semantics, even though such settings may be surprising.
- The planner is linear in parsed chunk count and allocates one result dictionary.
- Terrain build, quality upgrades and geometry lifecycle remain monolithic.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/terrain/terrain_chunk_lod_policy.gd` | Immutable configuration snapshot |
| `src/render/terrain/terrain_chunk_lod_planner.gd` | Pure horizontal-distance plan |
| `src/scenes/streaming/streaming_world_loader.gd` | Composition and plan application adapter |
| `src/tools/verify_terrain_chunk_lod_planner.gd` | Contract, dependency and timing regression |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`terrain-quality-mesh-cache.md`](terrain-quality-mesh-cache.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
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# Terrain Quality Mesh Cache
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-TERRAIN-CACHE-SERVICE-001` |
| Owners | Full-quality terrain revisit Mesh retention and LRU policy |
| Last verified | Worktree `work/sindo-main-codex/m03-terrain-quality-cache`, 2026-07-16 |
| Profiles/capabilities | Performance/Balanced/High/Custom capacity; session-memory only |
## Purpose
Retain eligible full-quality terrain Mesh references after ADT tile state unload,
so a revisit can restore quality without flashing to a lower-quality fallback,
while bounding retained references with the existing least-recently-used policy.
## Non-goals
- Parse/build terrain, own tile state or schedule quality-upgrade tasks.
- Create/finalize Nodes or RIDs, mutate materials or choose terrain LOD.
- Persist cache entries or change baked/control-splat/splat format versions.
- Cache control-splat/splat sources whose active radius has separate ownership.
- Provide a generic cache framework or change profile capacity defaults.
## Context and boundaries
```mermaid
flowchart LR
Upgrade[Full-quality baked upgrade result] --> Loader[StreamingWorldLoader adapter]
Loader --> Cache[TerrainQualityMeshCache]
Cache -->|retained Mesh reference| Revisit[Reloaded tile state]
Revisit --> Finalize[Existing tile LOD/finalization path]
Splat[Control/splat quality sources] -. rejected .-> Cache
```
Allowed dependencies: `Mesh`, Dictionary/Array scalar containers and the loader
adapter. Forbidden dependencies: Node/SceneTree/RID, tasks/mutexes, ADT parsing,
gameplay/network/editor UI, files and persistent Resource cache ownership.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `TerrainQualityMeshCache.store(tile_key, mesh, source, capacity)` | Command | Admit/touch a Mesh and trim oldest entries | Owning renderer thread/session | Returns false for rejected input or immediate zero-capacity eviction |
| `TerrainQualityMeshCache.restore(tile_key)` | Query/touch | Return a fresh Mesh/source record and mark newest | Owning renderer thread | Empty on miss; invalid record is removed |
| `TerrainQualityMeshCache.clear()` | Lifecycle command | Release all retained Mesh references and LRU keys | Reset/shutdown | Idempotent |
| `TerrainQualityMeshCache.diagnostic_snapshot()` | Read model | Detached count and oldest-to-newest key/source list | Caller-owned result | Never exposes Mesh references |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Tile key | Streamer tile catalog/state | Cache index | Copied string | Map session |
| Input | Full-quality Mesh | Baked upgrade/fallback path | Cache | Retained shared reference | Until eviction/clear |
| Input | Quality source | Streamer quality adapter | Admission/restore | Copied string | Entry lifetime |
| Input | Current capacity | Active renderer profile | Store trim | Scalar copy | One store |
| Output | Fresh `{mesh, source}` record | Cache | Loader state adapter | Caller dictionary; shared Mesh reference | One restore |
| Output | Detached diagnostics | Cache | Tests/future metrics | Caller-owned scalars | One query |
Side effects are limited to retained reference and LRU container mutation. There
is no scene, GPU, task, file, database, network or persistent-cache mutation.
## Data flow
```mermaid
flowchart TD
Store[store tile/mesh/source/capacity] --> Admit{Valid key + Mesh + source?}
Admit -->|no| Reject[Return false]
Admit -->|yes| Touch[Insert/replace and touch newest]
Touch --> Trim[Evict oldest until count <= capacity]
Restore[restore tile] --> Hit{Valid admitted entry?}
Hit -->|no| Miss[Remove invalid / return empty]
Hit -->|yes| TouchRestore[Touch newest and return fresh record]
Clear[world reset/shutdown] --> Empty[Release all references and keys]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Empty
Empty --> Populated: admitted store with capacity > 0
Populated --> Populated: store / restore touch / bounded eviction
Populated --> Empty: capacity zero store evicts all
Populated --> Empty: clear on reset/shutdown
Empty --> Empty: rejected store / miss / clear
Empty --> [*]
Populated --> [*]: owner releases cache
```
## Main sequence
```mermaid
sequenceDiagram
participant Upgrade as Terrain upgrade result
participant Loader as StreamingWorldLoader
participant Cache as TerrainQualityMeshCache
Upgrade->>Loader: full Mesh + baked_full source
Loader->>Cache: store(key, mesh, source, profile capacity)
Note over Loader,Cache: tile state may later unload
Loader->>Cache: restore(key) on tile creation/revisit
Cache-->>Loader: fresh record or empty
Loader->>Loader: apply Mesh/source to existing tile state
Loader->>Cache: clear() on world reset/shutdown
```
## Ownership, threading and resources
- The cache owns its dictionary, ordered tile keys and retained Mesh references.
- The loader retains tile state, async tasks/results, quality selection and all
Node/RID/material finalization.
- Returned records are new dictionaries; their Mesh is a shared reference.
- Calls currently occur on the main renderer thread. The service has no lock and
must not be mutated concurrently.
- `clear` deterministically drops references during the existing world reset path.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Empty key/null Mesh | Store guard | Reject unchanged | Boolean/test | Fix caller result |
| Splat/control source | Admission list | Reject unchanged | Boolean/test | Keep source in active-radius ownership |
| Zero/negative capacity | Clamp and trim | Entry immediately evicted; cache empty | Snapshot/count | Increase profile capacity |
| Miss/invalid entry | Restore validation | Remove invalid and return empty | Empty record | Existing loader fallback/rebuild |
| World reset/shutdown | Loader lifecycle | Clear every reference/key | Shutdown regression | Refill during next session |
There is no asynchronous work or cancellation token inside this service.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| `terrain_quality_mesh_cache_limit` | Existing loader value | `0/24/48` in current presets | Read on every store | Maximum retained entries |
| Admitted source | Non-splat (currently `baked_full`) | All | No hidden override | Revisit retention |
| Excluded sources | `control_splat_cache`, `splat_cache`, `splat` | All | No | Preserve active quality ownership |
## Persistence, cache and migration
- This is an in-memory reference cache, not a serialized cache format.
- `REQUIRED_BAKED_TILE_FORMAT_VERSION=5`, control splat v3 and splat v1 remain
loader/resource validation contracts and are unchanged.
- No migration or rebuild is required. Entry keys retain the existing tile-key form.
## Diagnostics and observability
- Detached diagnostics report count and oldest-to-newest tile key/source entries.
- Mesh, material, Node and RID references are deliberately absent.
- Performance is bounded dictionary lookup plus one ordered-array erase/append;
no new optimization or scale claim is made.
## Verification
- `verify_terrain_quality_mesh_cache.gd`: admission, exclusions, Mesh identity,
source, LRU touch/eviction, detached diagnostics, negative capacity and clear.
- Loader source boundary proves cache composition/delegation and removal of its
former LRU array/touch/trim implementation.
- Existing shutdown, facade, internal-access, manifest, planner and scheduler
regressions remain required.
- Fidelity: source rules, capacities and three loader adapter sites are unchanged;
no visible terrain or build-12340 parity change is claimed.
## Extension points
- Expose scalar cache counts through facade metrics when needed.
- Move additional terrain responsibilities only as separate bounded services.
- Replace ordered-array LRU only after measured scale evidence.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Bounded quality Mesh retention | Implemented extraction | Contract/LRU fixtures | Asset-backed memory/revisit timing pending |
| Deterministic reset ownership | Implemented | Clear path plus shutdown regression | Full terrain service still monolithic |
| Persistent terrain cache formats | Unchanged | Loader version constants | Separate acceptance audit remains |
## Known gaps and risks
- Ordered-array touch is linear in entry count, matching prior behavior.
- Mesh memory size is not measured; capacity remains entry-count based.
- Only revisit Mesh ownership moved; build/tasks/state/finalization remain loader-owned.
- Asset-backed flash/revisit timing and p95/p99 evidence remain pending.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/terrain/terrain_quality_mesh_cache.gd` | Session cache entries, LRU and admission |
| `src/scenes/streaming/streaming_world_loader.gd` | Store/restore state adapter and reset lifecycle |
| `src/tools/verify_terrain_quality_mesh_cache.gd` | Scene-free cache and loader-boundary regression |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`terrain-query.md`](terrain-query.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
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# Terrain Query
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | M02 / M02-GMP-TERRAIN-QUERY-001; M03 renderer consumer `M03-RND-FACADE-GROUND-QUERY-001` |
| Owners | Gameplay terrain-query contract; ADT adapter owns parsed tile cache |
| Last verified | `a45d521`, 2026-07-14 |
| Profiles/capabilities | Current sandbox ADT ground height; loaded-render-mesh diagnostic query; authoritative physics backend planned |
## Purpose
Provide a replaceable, scene-free ground-height query for player movement.
Isolate native ADT loading, per-tile caching, chunk selection and legacy outer
height-grid interpolation from the player scene behind a typed
`GodotWorldPosition → TerrainGroundSample` contract.
## Non-goals
- Own player transforms, movement velocity or ground-snap policy.
- Provide collision normals, slopes, holes, liquids, WMO/M2 collision or ray queries.
- Change ADT topology, coordinate conversion, renderer caches or native parser format.
- Claim original-client terrain-contact parity from height regression alone.
- Couple gameplay to the monolithic streaming renderer before a public backend exists.
## Context and boundaries
```mermaid
flowchart LR
Scene[ThirdPersonWowController adapter] --> Position[GodotWorldPosition]
Position --> Contract[TerrainQuery]
Contract --> Adapter[AdtTerrainQuery]
Adapter --> Mapper[CoordinateMapper]
Adapter --> Native[ADTLoader]
Native --> Tile[ADT tile Dictionary]
Tile --> Cache[Owned tile cache]
Cache --> Sample[TerrainGroundSample]
Sample --> Scene
Scene --> Snap[Existing ground-snap policy]
```
Allowed dependencies:
- Typed `GodotWorldPosition` and `CoordinateMapper` contracts.
- Existing native `ADTLoader` at the ADT adapter boundary.
- Dynamic dictionaries only inside the native-format adapter.
- Player scene composition may inject any `TerrainQuery` implementation.
- Renderer diagnostics reuse `GodotWorldPosition` through `WorldRenderFacade`
but return renderer-owned `RenderedGroundSample`, preserving the render/gameplay boundary.
Forbidden dependencies:
- `TerrainQuery` contract depending on Nodes, cameras, input or renderer state.
- Player scene loading/parsing ADT data or owning a parsed tile cache.
- Manual WoW/Godot/ADT world-coordinate conversion outside `CoordinateMapper`.
- Terrain query mutating transforms, gameplay movement state or visual meshes.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `TerrainGroundSample.available(height_units)` | Immutable value factory | Creates a finite Godot-world ground height | Any thread; caller-held value | Non-finite height becomes unavailable |
| `TerrainGroundSample.unavailable(failure_code)` | Immutable value factory | Creates explicit unavailable result | Any thread; caller-held value | Empty code normalizes to `terrain_unavailable` |
| `TerrainQuery.sample_ground_height(position)` | Replaceable boundary | Samples ground at typed Godot world position | Implementation-defined; current adapter main-thread owned | Base reports `terrain_query_not_implemented` |
| `AdtTerrainQuery.new(extracted_directory, map_directory_name, loader_override)` | Adapter constructor | Configures one map and optional test/data-source loader | Query lifetime | Production validates native loader and file presence lazily |
| `AdtTerrainQuery.sample_ground_height(position)` | Adapter method | Loads/caches tile and interpolates ADT outer heights | Main thread; cache lives with query | Returns stable failure code |
| `ThirdPersonWowController.set_terrain_query(query)` | Composition method | Replaces terrain backend independently of movement/presentation | Call before scene ready or on main thread | Null is rejected and current query retained |
| `WorldRenderFacade.sample_ground_height(position)` | Separate renderer diagnostic API | Samples already loaded terrain Mesh and returns `RenderedGroundSample` without exposing streamer state | Main thread; immutable sample | Stable `render_terrain_*` unavailable code; not injected into player by default |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `GodotWorldPosition` | Player scene adapter | `TerrainQuery` | Immutable caller-held value | One query |
| Input | Extracted directory/map name | Scene composition | `AdtTerrainQuery` | Copied strings | Query lifetime |
| Input | ADT file/dictionary | Filesystem/native loader or injected loader | `AdtTerrainQuery` | Adapter-owned cached dictionary | Query lifetime |
| Output | `TerrainGroundSample` | Terrain query | Player ground-snap adapter | Immutable caller-held value | One query |
| Output | Failure code | Terrain query | Diagnostics/tests | Immutable `StringName` | Sample lifetime |
Side effects:
- Production adapter performs lazy file existence check and native ADT parse on first tile query.
- Adapter mutates only its per-query tile/failure caches.
- No scene tree, transform, renderer RID, network, database or persisted setting mutation occurs.
## Data flow
```mermaid
flowchart LR
Position[GodotWorldPosition] --> TileCoord[CoordinateMapper tile/local/chunk]
TileCoord --> Lookup{Tile cached?}
Lookup -->|no| Load[ADTLoader or injected loader]
Load --> Cache[Cache Dictionary or unavailable result]
Lookup -->|yes| Cache
Cache --> Chunk[Select MCNK by origin]
Chunk --> Heights[Validate 145 heights]
Heights --> Bilinear[Interpolate 9x9 outer grid]
Bilinear --> Available[TerrainGroundSample available]
Cache -->|missing/invalid| Unavailable[TerrainGroundSample unavailable]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> TileUnknown
TileUnknown --> TileAvailable: first query / successful load
TileUnknown --> TileUnavailable: first query / missing or failed
TileAvailable --> TileAvailable: cached queries
TileUnavailable --> TileUnavailable: cached queries
TileAvailable --> [*]: query released
TileUnavailable --> [*]: query released
```
Unavailable tiles are cached intentionally to avoid repeated filesystem/native
work each physics tick. Recovery after files appear requires replacing the query
instance; hot-reload invalidation is outside this M02 package.
## Main sequence
```mermaid
sequenceDiagram
participant Player as ThirdPersonWowController
participant Query as TerrainQuery
participant ADT as AdtTerrainQuery
participant Mapper as CoordinateMapper
participant Native as ADTLoader
Player->>Query: sample_ground_height(GodotWorldPosition)
Query->>ADT: implementation dispatch
ADT->>Mapper: tile/local/chunk coordinates
alt tile not cached
ADT->>Native: load_adt(absolute path)
Native-->>ADT: ADT Dictionary
end
ADT->>ADT: select chunk and interpolate heights
ADT-->>Player: TerrainGroundSample
Player->>Player: apply existing offset/snap if available
```
## Ownership, threading and resources
- Player scene owns the active `TerrainQuery` reference.
- `AdtTerrainQuery` exclusively owns tile/failure dictionaries until released.
- Current production calls and cache mutations occur on the main physics thread.
- Native loader result dictionaries do not cross the adapter boundary.
- Samples and typed positions are immutable caller-held values.
- The module creates no Nodes, Resources, RIDs or background jobs.
- Future worker-backed queries require an explicit async/result contract rather
than concurrent mutation of the current dictionaries.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Base contract used directly | Base method | Unavailable sample | `terrain_query_not_implemented` | Inject implementation |
| Native loader absent | ClassDB check | Cache unavailable tile | `adt_loader_unavailable` | Load extension and replace query |
| ADT file absent | File check | Cache unavailable tile | `adt_source_missing` | Restore corpus and replace query |
| Native parse empty/fails | Result validation | Cache unavailable tile | `adt_load_failed` | Inspect source/parser; replace query |
| Injected loader returns wrong type | Type check | Cache unavailable tile | `adt_loader_result_invalid` | Fix adapter |
| Chunk absent | Chunk lookup | Unavailable sample | `adt_chunk_missing` | Validate ADT dictionary |
| Height array shorter than 145 | Size check | Unavailable sample | `adt_chunk_heights_invalid` | Fix parser/source |
| Non-finite interpolated height | Sample invariant | Unavailable sample | `terrain_height_not_finite` | Inspect source values |
| Null query injection | Scene guard | Existing query retained | Player composition error | Pass valid query |
There are no asynchronous operations to cancel. Replacing/releasing the query
is the deterministic cache-reset and recovery path.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Extracted directory | Player `extracted_dir` | Current sandbox | Captured at creation | ADT source root |
| Map directory name | Player `map_name` | Current sandbox | Captured at creation | ADT filename/path |
| Loader override | Invalid callable | Test/custom data source | Constructor only | Bypasses production ClassDB/file loading |
| Tile cache | Enabled | All current uses | Cleared by replacing query | Avoids repeated parse/failure work |
| Height policy | 9x9 outer-grid bilinear | Current sandbox | Fixed | Preserves pre-extraction behavior |
## Persistence, cache and migration
The cache is in-memory and unversioned because it holds native loader output for
one query lifetime. No disk cache, schema or migration changes are introduced.
Existing ADT/native/cache format versions remain unchanged.
## Diagnostics and observability
- Logs: dedicated verifier emits `TERRAIN_QUERY PASS` or named failures.
- Structured status: every unavailable sample has a stable `failure_code`.
- Metrics: synthetic verifier counts loader calls to prove one load per tile.
- Debug views: none.
- Correlation IDs: not applicable to synchronous local query.
## Verification
- Contract: available/unavailable/base/non-finite result invariants.
- Pure synthetic adapter: typed coordinate mapping, exact chunk selection,
145-height layout and bilinear interpolation within `0.002` units (Vector3
source precision), plus cached second query.
- Failures: empty tile and invalid height array produce stable codes.
- Integration: asset-free player scene accepts injected flat query and preserves
spawn offset `0.05` plus physics ground snap.
- Boundary: source regression rejects ADT loader/cache/chunk helpers in player.
- Fidelity evidence: existing interpolation and snap behavior only; no
original-client or collision parity claim.
- Performance budget: one dictionary cache lookup and scalar interpolation per
cached query; native parse only on first tile access.
## Extension points
- Streaming renderer or physics backend may implement `TerrainQuery` without changing player/movement.
- The current facade intentionally uses a separate renderer-owned result and is
not a `TerrainQuery` implementation. A future adapter must explicitly translate
readiness/results and define gameplay authority before composition.
- Future result may grow separate slope, surface, liquid or collision contracts;
incompatible additions require a versioned contract rather than Dictionary fields.
- Test/authoring data sources may use constructor loader override.
- Async streaming requires a separate availability/update model.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Typed replaceable ground-height query | Implemented | Contract and injected player regression | Integrate target checklist after review |
| Existing ADT height interpolation | Implemented | Synthetic fractional-grid fixture | Compare terrain contact with build 12340 |
| Per-tile success/failure cache | Implemented | Loader call-count regression | Add explicit invalidation only with authoring/hot reload |
| Renderer loaded-mesh diagnostic backend | Implemented | M03 facade typed sample and detached snapshot contract | Not composed into gameplay; triangle Mesh ray is diagnostic only |
| Authoritative renderer/physics backend | Planned | Boundary permits replacement | Define holes/slopes/collision/readiness semantics before gameplay composition |
| Holes/slopes/collision | Planned | Outside height-only contract | Later movement/physics package |
| Liquid/swim query | Planned | Outside contract | M09/M12 world gameplay |
## Known gaps and risks
- Bilinear outer-grid height is the inherited sandbox approximation; exact ADT
triangle choice, holes and collision are not represented.
- Query is synchronous; first access may parse an ADT on the main thread exactly
as before extraction. A streaming/backend replacement is future work.
- Unavailable results remain cached until query replacement.
- Player still owns ground offset/snap policy; only data access is extracted.
- Existing native dictionaries remain dynamic inside the adapter.
## Source map
| Path | Responsibility |
|---|---|
| `src/gameplay/terrain/terrain_ground_sample.gd` | Immutable available/unavailable result |
| `src/gameplay/terrain/terrain_query.gd` | Replaceable typed query boundary |
| `src/gameplay/terrain/adt_terrain_query.gd` | Native ADT adapter, cache, chunk selection and interpolation |
| `src/scenes/player/third_person_wow_controller.gd` | Query composition and existing ground-snap consumer |
| `src/render/world_render_facade.gd` | Read-only loaded-render-mesh diagnostic consumer of typed position/sample contracts |
| `src/tools/verify_terrain_query.gd` | Synthetic contract/cache/failure/injection regression |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free player composition fixture |
## Related decisions and references
- ADR: none; no coordinate, format or authority decision changed.
- Upstream/reference: `targets/02-player-decomposition.md`,
`targets/roadmap/02-rendering-and-graphics.md`,
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`.
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# Third-Person Camera
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | M02 / M02-RND-CAMERA-001 and M02-GMP-INPUT-PROFILE-335-001 consumer update |
| Owners | Camera presentation state and CameraPivot/Camera3D lifecycle |
| Last verified | M02-GMP-INPUT-PROFILE-335-001 worktree, 2026-07-15 |
| Profiles/capabilities | Current sandbox orbit/zoom; identity collision policy |
## Purpose
Own third-person mouse capture, orbit yaw/pitch, zoom state and Camera3D local
transforms on the existing `CameraPivot` node. Expose an explicit replaceable
camera-distance collision policy while preserving the current no-collision
sandbox baseline.
## Non-goals
- Implement an unverified physics raycast or claim build-12340 collision parity.
- Own player movement, terrain queries, streaming focus or character visuals.
- Implement first-person, follow lag, shoulder camera, cinematics or view modes.
- Change current sensitivity, pitch/zoom limits, FOV or far plane.
## Context and boundaries
```mermaid
flowchart LR
InputMap[Remappable camera actions] --> Player[ThirdPersonWowController dispatch]
Player --> Rig[ThirdPersonCameraRig]
Mouse[Mouse motion] --> Player
Rig --> Character[Character yaw transform]
Rig --> Pivot[CameraPivot local transform]
Rig --> Policy[CameraCollisionPolicy]
Policy --> Distance[Resolved distance]
Distance --> Camera[Camera3D local transform]
Rig --> FlightBasis[Godot-world pivot basis]
FlightBasis --> Movement[LocalPlayerMovementController adapter]
```
Allowed dependencies:
- Existing `PlayerInputActions` names and Godot input events.
- Explicit character, pivot and Camera3D Node references on the main thread.
- Replaceable `CameraCollisionPolicy` selected by composition/tests.
- Movement adapter may read the rig's Godot-world basis during sandbox flight.
Forbidden dependencies:
- ADT/terrain parsing, movement velocity, gameplay state or animation ownership.
- Camera rig discovering renderer/network/server services.
- Default collision policy performing hidden raycasts or changing baseline distance.
- Collision policy mutating rig/camera/character nodes.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `ThirdPersonCameraRig` | `Node3D` component | Owns orbit/zoom state on CameraPivot | Main thread; scene-owned | Reports missing Camera3D |
| `initialize_for_character(character_body)` | Composition method | Attaches yaw target and captures initial character yaw | Main thread after scene ready | Null leaves yaw target absent |
| `synchronize_yaw_from_character()` | Composition method | Refreshes orbit yaw after keyboard movement turns the character | Main physics thread | Missing character leaves yaw unchanged |
| `handle_camera_input(event)` | Input adapter | Applies capture/release/zoom/orbit actions | Main input thread | Returns whether camera consumed state |
| `set_collision_policy(policy)` | Composition method | Replaces distance resolution policy | Main thread | Null rejected; old policy retained |
| `refresh_camera_transform()` | Presentation update | Applies pivot pose and resolved camera distance | Main/physics thread | Missing camera leaves state but no Camera3D mutation |
| `godot_world_flight_movement_basis()` | Read model | Returns pivot global basis for sandbox flight | Main thread | None |
| `CameraCollisionPolicy.resolve_camera_distance(pivot, requested)` | Policy boundary | Resolves camera distance in Godot units | Main thread in current implementation | Rig clamps output to `[0, requested]` |
| `NoCameraCollisionPolicy` | Identity policy | Preserves requested distance with no physics query | Any main-thread call | None |
Read-only rig state: `yaw_radians`, `pitch_radians`,
`requested_distance_units`, `resolved_distance_units` and `is_mouse_captured`.
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Camera action `InputEvent` | Godot/player dispatch | Camera rig | Engine-owned event | One dispatch |
| Input | Mouse relative pixels | Godot input | Camera rig | Engine-owned event | One dispatch |
| Input | Character `Node3D` | Player composition | Camera rig | Scene-owned reference | Rig scene lifetime |
| Input | Keyboard-turn synchronization | Player scene after yaw application | Camera rig | Synchronous notification | Current physics tick |
| Input | Collision policy | Composition/test | Camera rig | Rig-held RefCounted | Until replacement |
| Output | Character yaw | Camera rig | Player transform | Scene mutation | Orbit event |
| Output | Pivot pitch/height | Camera rig | CameraPivot | Scene mutation | Refresh |
| Output | Requested/resolved distance | Camera rig/policy | Camera3D | Rig-owned scalar/read model | Until next input/refresh |
| Output | Godot-world `Basis` | Camera rig | Flight movement adapter | Value copy | Physics tick |
Side effects:
- Mutates mouse mode, character yaw, CameraPivot local transform and Camera3D local transform.
- Marks Camera3D current and sets its far plane once at ready.
- Releases captured mouse on rig removal.
- Creates no files, caches, RIDs, workers, network messages or gameplay state.
## Data flow
```mermaid
flowchart LR
Action[Camera action or mouse delta] --> State[Yaw pitch requested distance capture]
State --> Clamp[Pitch/zoom clamps]
Clamp --> Pivot[Pivot height and pitch]
Clamp --> Request[Requested distance]
Request --> Policy[CameraCollisionPolicy]
Policy --> Safe[Clamp 0..requested]
Safe --> Camera[Camera3D Z distance]
State --> Character[Character yaw]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> MouseVisible
MouseVisible --> MouseCaptured: camera rotate pressed
MouseCaptured --> MouseVisible: camera rotate released
MouseCaptured --> MouseVisible: release cursor
MouseCaptured --> MouseCaptured: mouse motion / orbit and clamp
MouseVisible --> MouseVisible: zoom and clamp
MouseCaptured --> [*]: rig removed / release mouse
MouseVisible --> [*]: rig removed
```
Zoom and collision distance are orthogonal to capture state. The requested zoom
persists while a policy may temporarily choose a shorter resolved distance.
## Main sequence
```mermaid
sequenceDiagram
participant Engine as Godot Input
participant Player as ThirdPersonWowController
participant Rig as ThirdPersonCameraRig
participant Policy as CameraCollisionPolicy
participant Camera as Camera3D
Engine->>Player: InputEvent
Player->>Rig: handle_camera_input(event)
Rig->>Rig: update capture/orbit/zoom state
Rig->>Policy: resolve_camera_distance(pivot, requested)
Policy-->>Rig: resolved distance
Rig->>Camera: apply local position/rotation
opt captured mouse motion
Rig->>Player: mutate character yaw transform
end
```
## Ownership, threading and resources
- Parent player scene owns the CameraPivot rig and Camera3D child.
- Rig holds non-owning scene references to character and camera.
- Rig owns scalar camera state and the RefCounted collision policy.
- All input/state/scene mutations occur on the main thread.
- Policy output is a scalar; policies must not mutate supplied nodes.
- No background tasks, resources, RIDs or caches are created.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Camera3D missing | `_ready` lookup | State continues; transform application skipped | `ThirdPersonCameraRig` error with path | Restore child/path and recreate scene |
| Character missing | Initialization | Orbit state updates without character yaw mutation | Composition/test failure | Call initializer with player node |
| Null collision policy | Setter guard | Current policy retained | Rig error | Pass valid policy |
| Policy returns negative/too large | Rig clamp | Distance clamped to `[0, requested]` | Policy regression tests | Fix/replace policy |
| Rig removed while captured | `_exit_tree` | Mouse made visible | Lifecycle regression | Recreate rig normally |
There is no asynchronous cancellation or persisted rollback. Recreating the rig
restores configured defaults.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Initial pitch | `-18°` | Current sandbox | State-owned after ready | Initial orbit elevation |
| Pitch limits | `-65°..35°` | Current sandbox | Exported | Mouse clamp |
| Mouse sensitivity | `0.003` rad/pixel | Current sandbox | Exported | Orbit delta |
| Pivot height | `1.7` units | Current sandbox | Exported | Camera eye origin |
| Initial distance | `8` units | Current sandbox | Exported before ready | Requested zoom |
| Zoom limits/step | `2..18`, step `1` | Current sandbox | Exported | Requested distance clamp |
| Far plane | `50000` units | Renderer sandbox | Exported | Camera far plane |
| Collision policy | `NoCameraCollisionPolicy` | Current sandbox | Replaceable | Identity distance/no raycast |
## Persistence, cache and migration
Camera state and policy are transient. No SavedVariables/settings schema, cache
or migration is introduced. Scene paths remain
`ThirdPersonPlayer/CameraPivot/Camera3D`, so renderer diagnostics and capture
tools require no path migration.
## Diagnostics and observability
- Logs: missing camera/null policy emit explicit component errors.
- Read models: yaw, pitch, requested/resolved distance and capture state.
- Tests: dedicated verifier reports state/policy/scene counts.
- Metrics/correlation IDs: not applicable to constant-time local presentation.
## Verification
- State regression: initial yaw/pitch/distance/height/far plane, capture/release,
mouse orbit, character yaw, pitch clamps and zoom clamps.
- Input-profile integration verifies keyboard yaw synchronization, preventing a
later right-mouse orbit from restoring stale character yaw.
- Policy regression: fixed-distance test policy changes Camera3D Z; identity
policy restores requested distance; baseline policy contains no physics query.
- Scene integration: Eastern Kingdoms, Kalimdor and asset-free regression scenes
attach the rig to the existing CameraPivot.
- Boundary: player no longer owns capture/yaw/pitch/distance or camera transform helper.
- Existing input/movement/terrain regressions and renderer dry-run remain required.
- Fidelity evidence: current numeric defaults and identity collision behavior
only; original-client orbit/collision comparison remains open.
- Performance: constant-time scalar/transform work once per physics tick and
input event; no default raycast.
## Extension points
- Add an opt-in raycast collision policy after reference fixtures define mask,
margin, recovery smoothing and first-person limit.
- Add follow/shoulder/cinematic rigs as separate components, not branches inside this rig.
- Persist user camera settings through a future versioned settings module.
- Input contexts may suppress camera actions before dispatch without changing rig state.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Independent third-person rig | Implemented | Three scene wirings and player boundary regression | Integrate target checklist after review |
| Existing orbit/zoom behavior | Implemented | Numeric state/transform regression | Compare against build 12340 |
| Camera-relative sandbox flight basis | Implemented | Basis and movement regressions | Restrict flight to sandbox profile |
| Replaceable collision policy | Implemented | Fixed and identity policy tests | Implement verified collision policy |
| Active camera collision | Planned | Identity policy intentionally preserves baseline | Capture original-client occluder fixtures first |
| First-person/follow policies | Planned | Outside current sandbox baseline | Later completeness work |
## Known gaps and risks
- Default collision policy performs no occluder avoidance, matching the previous sandbox.
- Exact WoW camera orbit direction, pitch limits, zoom curve, collision margin and
recovery smoothing are unverified.
- Exported initial values are captured at ready; runtime mutation may require an
explicit reconfiguration API later.
- Mouse mode remains process-global Godot state and must be coordinated with future UI contexts.
## Source map
| Path | Responsibility |
|---|---|
| `src/scenes/player/third_person_camera_rig.gd` | CameraPivot state, input and transforms |
| `src/scenes/player/camera_collision_policy.gd` | Replaceable distance-policy boundary |
| `src/scenes/player/no_camera_collision_policy.gd` | Identity baseline policy |
| `src/scenes/player/third_person_wow_controller.gd` | Camera event dispatch and movement-basis consumer |
| `src/scenes/streaming/*_streaming.tscn` | Runtime rig composition |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free rig/player composition |
| `src/tools/verify_third_person_camera_rig.gd` | State, policy, scene and boundary regression |
## Related decisions and references
- ADR: none; current behavior and scene paths are preserved.
- Upstream/reference: `targets/02-player-decomposition.md`,
`targets/roadmap/02-rendering-and-graphics.md`,
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`.
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# World Entity Presentation
## Metadata
| Field | Value |
|---|---|
| Status | Implemented boundary / Prototype visuals |
| Target/work package | M03 / `M03-RND-FACADE-ENTITY-001` |
| Owners | Renderer entity-presentation boundary and visual subtree lifecycle |
| Last verified | Worktree `work/sindo-main-codex/m03-facade-entity`, 2026-07-16 |
| Profiles/capabilities | Contract version 1; asset-free scene presentation only |
## Purpose
Accept immutable session-local entity visual snapshots through
`WorldRenderFacade`, create or update renderer-owned visual subtrees idempotently,
and remove them explicitly without making the renderer authoritative for entity,
gameplay, network or content state.
## Non-goals
- Allocate `EntityId` or map it to `WowGuid`, display ID or server entry.
- Present the separately composed local player through this service.
- Define build-12340 model, equipment, animation, effects or visibility rules.
- Own gameplay/world state, packet decoding, terrain or streaming decisions.
- Provide asynchronous loading, pooling, batching, persistence or cache formats.
## Context and boundaries
```mermaid
flowchart LR
WorldState[Future authoritative WorldState] --> Adapter[Entity presentation adapter]
Adapter --> Snapshot[EntityPresentationSnapshot v1]
Snapshot --> Facade[WorldRenderFacade]
Facade --> Presenter[WorldEntityPresenter]
Asset[PackedScene visual path] --> Presenter
Presenter --> Visual[Owned Node3D visual subtree]
LocalPlayer[Local player composition] -. separate boundary .-> Viewport[Rendered world]
Visual --> Viewport
```
Allowed dependencies:
- immutable M01 `EntityId` and `GodotWorldPosition` values;
- renderer-facing Godot transform and scene APIs;
- an explicit repository/resource path selected outside the renderer;
- `WorldRenderFacade` and main-thread runtime scene composition.
Forbidden dependencies:
- gameplay reducers, intents, combat/movement authority or entity allocation;
- packet codecs, GUID interpretation, server DB access or Content Project writes;
- streamer queues/tasks/caches, terrain query or camera/input state;
- hidden autoload, SceneTree group service lookup or persisted session IDs.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `EntityPresentationSnapshot.CONTRACT_VERSION` | Contract constant | Identifies additive snapshot contract version `1` | Compile/runtime constant | Incompatible changes require migration/ADR |
| `EntityPresentationSnapshot.create(...)` | Immutable value factory | Captures identity, typed position, visual path, yaw, scale and visibility | Any thread to construct; caller-owned | Invalid value carries stable `entity_presentation_*` failure code |
| `WorldRenderFacade.present_entity(snapshot)` | Command | Idempotently creates/updates/replaces one world visual | Main thread; world session | Returns `false` for invalid snapshot, missing service or failed scene creation |
| `WorldRenderFacade.remove_entity(entity_id)` | Command | Removes one known session visual | Main thread; world session | Returns `false` for invalid or unknown identity |
| `WorldRenderFacade.entity_presentation_snapshot()` | Diagnostic query | Returns detached scalar entity inventory | Main thread; caller-owned copy | Missing/invalid service returns empty snapshot with diagnostic |
| `WorldEntityPresenter.present_entity(snapshot)` | Internal service command | Owns visual load, attach, transform update and replacement | Main thread; service lifetime | Failed replacement retains prior valid subtree |
| `WorldEntityPresenter.remove_entity(entity_id)` | Internal service command | Detaches and schedules owned subtree deletion | Main thread | Unknown identity is unchanged/false |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Valid session-local `EntityId` | Future entity registry/adapter | Snapshot/presenter index | Immutable caller reference | One runtime session |
| Input | `GodotWorldPosition` | World-state presentation adapter | Snapshot/presenter transform | Immutable caller reference | One snapshot |
| Input | PackedScene resource path | Asset-selection adapter | Presenter | Copied string; resource remains Godot-owned | Until visual replacement |
| Input | Finite yaw radians, positive scale, visibility | Presentation adapter | Presenter | Scalar copies | One snapshot |
| Output | Owned Node3D subtree | Presenter | SceneTree/viewport | Presenter child ownership | Until replacement/removal/world teardown |
| Output | Detached inventory dictionary | Presenter/facade | Diagnostics/tests | Caller-owned deep copy | One query |
Side effects:
- synchronously loads a PackedScene only for first presentation or visual-path change;
- instantiates, attaches, transforms, detaches and queues visual Node3D subtrees;
- does not mutate authoritative state, streamer queues, caches, files, DB or network;
- does not retain caller snapshots after an entity entry is replaced or removed.
## Data flow
```mermaid
flowchart TD
ReadModel[Entity visual read model] --> Validate[Validate typed immutable snapshot]
Validate -->|invalid| Reject[Return false; no scene mutation]
Validate -->|valid| Lookup[Lookup by EntityId debug key]
Lookup -->|same visual path| Transform[Update world transform and visibility]
Lookup -->|new or changed path| Instantiate[Load and instantiate Node3D]
Instantiate -->|failure| Retain[Retain previous valid visual]
Instantiate -->|success| Replace[Detach old, attach replacement]
Replace --> Transform
Transform --> Inventory[Detached diagnostics]
Remove[remove_entity] --> Detach[Detach and queue_free owned root]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Absent
Absent --> Presented: valid present + successful instantiate
Absent --> Absent: invalid/missing visual
Presented --> Presented: same-path snapshot update
Presented --> Replacing: changed visual path
Replacing --> Presented: replacement succeeds
Replacing --> Presented: replacement fails; retain old
Presented --> Absent: remove_entity
Presented --> [*]: world/service teardown
Absent --> [*]: world/service teardown
```
## Main sequence
```mermaid
sequenceDiagram
participant Adapter as World-state adapter
participant Facade as WorldRenderFacade
participant Presenter as WorldEntityPresenter
participant Loader as Godot ResourceLoader
participant Tree as SceneTree
Adapter->>Facade: present_entity(immutable snapshot)
Facade->>Presenter: present_entity(snapshot)
alt same identity and visual path
Presenter->>Tree: update transform/visibility
else new or changed visual
Presenter->>Loader: load PackedScene
Loader-->>Presenter: scene or failure
alt scene is valid Node3D
Presenter->>Tree: detach old, attach/configure new
else load/shape failure
Presenter-->>Facade: false; old visual retained
end
end
Adapter->>Facade: remove_entity(EntityId)
Facade->>Presenter: remove_entity(EntityId)
Presenter->>Tree: detach + queue_free owned root
```
## Ownership, threading and resources
- `EntityPresentationSnapshot` owns copied scalars/strings and immutable references
to caller-owned identity/position values; it owns no Node, Resource or RID.
- `WorldEntityPresenter` owns its dictionary and every visual root attached below it.
- A dictionary entry retains the latest snapshot only while the entity is presented;
diagnostics expose no Node, Resource or snapshot reference.
- Scene load, instantiation, transform mutation, replacement and removal are main-thread only.
- Successful replacement instantiates first, then detaches the previous root, so an
invalid/missing new asset cannot erase the last valid presentation.
- Parent SceneTree teardown owns attached children; `_exit_tree` drops the index so
no stale lookup survives world unload.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Invalid identity/type | Snapshot/service validation | Reject without mutation | `entity_presentation_invalid_entity_id` | Supply valid session `EntityId` |
| Non-finite position/yaw | Snapshot validation | Reject without mutation | Stable position/yaw failure code | Repair adapter read model |
| Empty path or invalid scale | Snapshot validation | Reject without mutation | Stable path/scale failure code | Supply valid visual descriptor |
| Missing/non-PackedScene asset | Resource existence/load check | New visual absent; old replacement retained | Named presenter warning | Restore asset mapping and resend snapshot |
| Non-Node3D scene root | Instance type check | Free invalid instance; retain old | Named presenter warning | Fix visual scene root |
| Unknown remove | Dictionary lookup | No mutation; return `false` | Caller command result | Reconcile registry/presentation lifecycle |
| World teardown | Scene lifecycle | SceneTree frees children; index clears | Shutdown regression | Recreate service with next world |
There is no background job to cancel. Synchronous asset load is an explicit
prototype limitation and must be replaced/budgeted before network-scale use.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Contract version | `1` | All | No | Identity/path/position/yaw/scale/visibility full snapshot |
| Present semantics | Idempotent by `EntityId` | Runtime/tools | No | Duplicate snapshots do not duplicate roots |
| Resource loading | Synchronous on create/replace | Prototype only | No | Not accepted as frame-critical production path |
| Local player | Separate composition | Current sandbox | No | Prevents facade service from owning gameplay player root |
## Persistence, cache and migration
- No snapshot, entity key or resource instance is persisted.
- `EntityId` remains session-local and must never enter content/cache schemas.
- Resource paths are current renderer adapter inputs, not stable content identity.
- Contract version 1 is additive. Changing identity lifetime, coordinate basis or
persisted representation requires a migration and ADR.
## Diagnostics and observability
- `entity_presentation_snapshot()` reports contract version, entity count and a
sorted list of `EntityId.to_debug_key`, visual path and visibility.
- The snapshot is deep-detached by the facade and contains no Node/Resource/RID.
- Load/type failures include the visual path but never proprietary bytes.
- Future performance telemetry should measure create/replace duration and active
entity/material/RID counts before introducing pooling or batching.
## Verification
- `src/tools/verify_world_entity_presentation.gd` covers eight value-contract and
fourteen lifecycle/ownership cases with repository-owned asset-free scenes.
- `src/tools/verify_world_render_facade.gd` covers command delegation, detached
diagnostics and both runtime scene service paths.
- Identity, coordinate, renderer-internal-access, shutdown, manifest, planner,
scheduler and documentation gates remain required.
- Fidelity boundary: runtime emits no entity commands yet, so existing seven
checkpoint scenes remain unchanged. No build-12340 display/animation parity is claimed.
## Extension points
- AssetRepository/display-ID adapter that produces validated visual descriptors.
- Async/budgeted load and main-thread finalize behind the same facade commands.
- Animation/equipment/effect snapshots after build-12340 fixtures define behavior.
- Spatial batching/MultiMesh only after profiling proves per-Node overhead.
- Entity registry adapter that maps `WowGuid` to session `EntityId` outside render.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Typed entity visual input | Implemented contract | Versioned immutable validation fixtures | Asset/display mapping not implemented |
| Present/update/remove lifecycle | Implemented boundary | Asset-free create/update/replace/remove tests | Network-scale async/budget path missing |
| Deterministic ownership | Implemented | One presenter-owned root per EntityId; teardown checks | RID/material budgets remain future work |
| WoW entity visual fidelity | Planned | No claim | Requires build-12340 display/equipment/animation fixtures |
## Known gaps and risks
- Synchronous PackedScene load may hitch and is not a production hot-path design.
- Resource path is renderer adapter data, not stable authored content identity.
- Full snapshots currently cover transform/visibility only, not animation/equipment/effects.
- One Node3D per entity is unprofiled at world scale; batching is deliberately deferred.
- The local player remains separately composed until gameplay/network architecture is ready.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/entities/entity_presentation_snapshot.gd` | Immutable versioned entity visual input and validation |
| `src/render/entities/world_entity_presenter.gd` | Main-thread entity visual ownership and lifecycle |
| `src/render/world_render_facade.gd` | Stable public present/remove/diagnostic commands |
| `src/tools/verify_world_entity_presentation.gd` | Snapshot and scene lifecycle regression |
| `src/tests/scenes/character_presentation_model_fixture.tscn` | Primary asset-free visual fixture |
| `src/tests/scenes/world_entity_visual_replacement_fixture.tscn` | Replacement asset-free visual fixture |
| `src/scenes/streaming/*_streaming.tscn` | Runtime facade/service composition |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`domain-identities.md`](domain-identities.md)
- [`coordinate-mapping.md`](coordinate-mapping.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
- [`../ARCHITECTURE.md`](../ARCHITECTURE.md)
- [`../GODOT_BEST_PRACTICES.md`](../GODOT_BEST_PRACTICES.md)
+267 -33
View File
@@ -5,9 +5,9 @@
| Field | Value |
|---|---|
| Status | Partial |
| Target/work package | M00 active; декомпозиция M01–M03 |
| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; M03 facade/planner/scheduler/internal-access/ground/environment/entity packages; M03 terrain packages; `M03-RND-M2-UNIQUE-REGISTRY-001` |
| Owners | Renderer workstream / milestone integrator |
| Last verified | M00 visual-diff worktree, 2026-07-11 |
| Last verified | Worktree `work/sindo-main-codex/m03-m2-unique-registry`, 2026-07-16 |
| Profiles/capabilities | `Performance`, `Balanced`, `High`, `Custom`; Blizzlike fidelity incomplete |
## Purpose
@@ -26,15 +26,41 @@
```mermaid
flowchart LR
Focus[Camera/player/editor focus] --> Loader[StreamingWorldLoader]
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 --> Facade[WorldRenderFacade]
Facade --> Loader[StreamingWorldLoader internal]
Loader --> Planner[StreamingTargetPlanner]
Planner --> TargetPlan[StreamingTargetPlan]
TargetPlan --> Loader
Loader --> Budget[RenderBudgetScheduler]
Assets[Extracted WDT/ADT/M2/WMO/BLP] --> Native[Native loaders]
Cache[Baked terrain/M2/WMO caches] --> Loader
Loader --> TerrainCache[TerrainQualityMeshCache]
TerrainCache --> Loader
Loader --> ChunkLod[TerrainChunkLodPlanner]
ChunkLod --> Loader
Loader --> ChunkQueue[TerrainChunkGeometryQueuePlanner]
ChunkQueue --> Loader
Loader --> M2Registry[M2UniquePlacementRegistry]
M2Registry --> 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]
EnvironmentState[World time producer] --> EnvironmentSnapshot[WorldEnvironmentSnapshot]
EnvironmentSnapshot --> Facade
Facade --> SkyController[WowSkyController]
Sky[DBC sky/light data] --> SkyController
SkyController --> Scene
EntityState[Entity visual read model] --> EntitySnapshot[EntityPresentationSnapshot]
EntitySnapshot --> Facade
Facade --> EntityPresenter[WorldEntityPresenter]
EntityPresenter --> Scene
```
Allowed dependencies:
@@ -54,29 +80,75 @@ Forbidden dependencies:
## Public API
Текущая система ещё не имеет стабильного facade. Фактический integration surface — `StreamingWorldLoader` Node3D и exported properties. M03 должен заменить этот surface на `WorldRenderFacade`.
Runtime, capture and probe callers use `WorldRenderFacade` for focus, immutable
environment/entity presentation input, metrics and rendered-ground diagnostics.
`StreamingWorldLoader`, `WowSkyController` and `WorldEntityPresenter` remain
internal scene implementations.
Gameplay modules and Godot `EditorPlugin` package sources are repository-gated
from externally reading/writing loader-private queue, task, cache and tile-state fields.
| 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 |
| `camera_path` | Exported property | Current streaming focus compatibility path | Main thread, scene lifetime | Missing camera prevents normal focus update |
| `StreamingFocus` | Immutable value | Typed Godot-basis position without Node/Camera dependency | Any thread; caller-owned reference | Null position is a caller contract violation |
| `WorldRenderFacade.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 |
| `WorldRenderFacade.set_streaming_focus` | Public method | Accepts focus from app/editor/tool composition | Main thread/session | Missing internal renderer is diagnosed; no state is duplicated |
| `WorldRenderFacade.refresh_streaming_focus` | Public method | Samples configured source and delegates existing refresh thresholds | Main thread/session | Returns `false` when dependency/focus is unavailable |
| `WorldRenderFacade.renderer_metrics_snapshot` | Public method | Returns a deep-detached queue/cache/activity snapshot | Main thread/caller-owned result | Missing/invalid implementation result returns empty snapshot with diagnostic |
| `WorldRenderFacade.sample_ground_height` | Public read-only query | Samples already loaded render terrain at a typed Godot world position | Main thread; immutable caller-held result | Stable unavailable code for missing mesh/intersection/facade; not gameplay authority |
| `WorldRenderFacade.renderer_ground_query_snapshot` | Public diagnostic query | Returns ground height plus detached tile/readiness context without exposing mutable state | Main thread; caller-owned deep copy | Missing/invalid renderer returns empty snapshot with diagnostic |
| `WorldEnvironmentSnapshot.at_time_of_day` | Immutable value factory | Normalizes a finite authoritative time into `[0, 24)` hours | Any thread; caller-held value | Non-finite input creates invalid value with `environment_time_not_finite` |
| `WorldRenderFacade.apply_environment_snapshot` | Public command | Delegates exact world time to the scene-owned DBC sky controller | Main thread; snapshot remains caller-owned | Returns `false` for invalid input or missing/incompatible controller |
| `WorldRenderFacade.streaming_world_loader_path` | Internal adapter property | Resolves the existing implementation without exposing it to consumers | Main thread, scene lifetime | Missing method/path produces one diagnostic until recovery |
| `WorldRenderFacade.world_environment_controller_path` | Internal adapter property | Resolves the existing `WowSkyController` without exposing it to consumers | Main thread, scene lifetime | Missing method/path produces one diagnostic until recovery |
| `EntityPresentationSnapshot.create` | Immutable value factory | Validates contract-v1 identity, typed position, visual path, yaw, scale and visibility | Any thread; caller-owned | Stable invalid code; never mutates scene |
| `WorldRenderFacade.present_entity` | Public command | Idempotently creates/updates/replaces one session entity visual | Main thread/session | Returns false for invalid input, missing service or visual load/type failure |
| `WorldRenderFacade.remove_entity` | Public command | Removes one known session entity visual | Main thread/session | Invalid/unknown identity returns false |
| `WorldRenderFacade.entity_presentation_snapshot` | Public diagnostic query | Returns detached scalar entity inventory | Main thread/caller-owned copy | Missing/invalid service returns empty dictionary with diagnostic |
| `WorldRenderFacade.world_entity_presenter_path` | Internal adapter property | Resolves renderer-owned entity visual service | Main thread/scene lifetime | Missing methods/path produces one diagnostic until recovery |
| `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 |
| `TerrainQualityMeshCache.store/restore/clear` | Internal terrain service | Owns admitted full-quality revisit Mesh references and LRU | Renderer thread/map session | Rejected/missed entry leaves loader fallback unchanged |
| `TerrainChunkLodPlanner.plan` | Internal pure terrain query | Maps populated parsed chunk indices to desired LOD 0/1/2 | Synchronous per target refresh | Invalid/disabled input returns empty for existing tile-LOD fallback |
| `TerrainChunkGeometryQueuePlanner.plan` | Internal pure terrain query | Produces chunk create/remove requests from current and desired state | Synchronous per queue rebuild | Invalid focus returns empty arrays |
| `M2UniquePlacementRegistry.reserve/release/clear` | Internal M2 service | Owns positive cross-tile ADT placement-ID reservations | Renderer thread/map session | Invalid/unkeyed/non-owner inputs preserve documented fallback |
Публичным contract не считаются внутренние dictionaries, queues, job records и generated node names.
Публичным contract не считаются `StreamingWorldLoader` methods/properties,
внутренние dictionaries, queues, job records и generated node names. Scene-owned
loader configuration remains transitional composition data, not a caller API.
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Map/focus/configuration | Scene/app/editor | `StreamingWorldLoader` | Caller config, copied/read | Main thread/session |
| Input | `StreamingFocus` | Player/spectator/editor/capture adapter | `WorldRenderFacade` | Immutable caller value | Main thread/session |
| Input | Focus-source `NodePath` | Runtime/test scene composition | `WorldRenderFacade` source adapter | Scene-owned node, sampled position | Main thread/scene lifetime |
| Input | Ground-query `GodotWorldPosition` | Renderer probe/future adapter | `WorldRenderFacade` | Immutable caller-held value | One main-thread query |
| Input | `WorldEnvironmentSnapshot` | World-state/capture adapter | `WorldRenderFacade` / `WowSkyController` | Immutable caller-held value; not retained | One main-thread update |
| Input | `EntityPresentationSnapshot` | Future world-state/preview adapter | `WorldRenderFacade` / entity presenter | Immutable caller-held full visual snapshot | One main-thread present/update |
| Input | `EntityId` removal command | Future entity registry/adapter | `WorldRenderFacade` / entity presenter | Immutable session-local value | One main-thread removal |
| 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 |
| Output | Desired tile/detail operations | Streaming planner inside loader | Finalize queues | Loader-owned | Cross-frame |
| Test input | Server-spawn render manifest | Coordinate fixture/verifier | Checkpoint capture tool | Repository-owned diagnostic data | Test-process lifetime |
| Output | `StreamingTargetPlan` | `StreamingTargetPlanner` | Streamer queue/state apply | Immutable ephemeral value | One refresh |
| Internal control | Per-frame lane limits and boolean permits | Streamer configuration / `RenderBudgetScheduler` | Ordered streamer drains | Scheduler-owned counters | Main thread/frame |
| Internal cache | Full-quality terrain Mesh/source | Loader terrain upgrade / `TerrainQualityMeshCache` | Revisited tile state | Cache-retained Mesh reference | Map session until eviction/reset |
| Internal plan | Parsed chunks, typed focus and immutable chunk-LOD policy | Loader / `TerrainChunkLodPlanner` | Loader desired state | Fresh dictionary; no retained resources | One target refresh |
| Internal plan | Current/desired chunk state and typed focus | Loader / `TerrainChunkGeometryQueuePlanner` | Loader chunk queues | Fresh request arrays; no retained resources | One queue rebuild |
| Internal registry | Tile key and M2 placement unique IDs | Loader / `M2UniquePlacementRegistry` | Filtered grouping input and tile retry state | Registry-owned strings; fresh result arrays | Map session |
| Output | Desired tile/detail operations | Streamer plan application | 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 |
| Output | Detached renderer metrics | `WorldRenderFacade` | Capture/baseline tools | Caller-owned deep copy | On demand |
| Output | `RenderedGroundSample` | `WorldRenderFacade`/loaded terrain | Renderer diagnostics | Immutable caller-held value | One query |
| Output | Detached rendered-ground snapshot | `WorldRenderFacade` | Terrain-height probe | Caller-owned deep copy | One query |
| Output | Entity visual Node3D subtree | `WorldEntityPresenter` | SceneTree/viewport | Presenter-owned child | Until replace/remove/teardown |
| Output | Detached entity inventory | `WorldRenderFacade` | Diagnostics/tests | Caller-owned deep copy | One query |
| Output | Logs/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:
@@ -90,22 +162,53 @@ Side effects:
```mermaid
flowchart TD
F[Streaming focus] --> T[Compute desired ADT tiles]
WDT[WDT tile catalog] --> T
PlayerSource[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 --> RF[WorldRenderFacade]
RF --> Planner[StreamingTargetPlanner]
Planner --> T[StreamingTargetPlan apply]
WDT[WDT tile catalog] --> Planner
T --> Q[Tile load queue]
Q --> P[Worker parse/cache load]
P --> R[Result queues]
R --> B[Per-frame budget scheduler]
Q --> Parse[Worker parse/cache load]
Parse --> R[Result queues]
R --> TerrainCache[TerrainQualityMeshCache store]
TerrainCache --> Revisit[Revisited tile state restore]
R --> ChunkLod[TerrainChunkLodPlanner]
ChunkLod --> DesiredChunkLod[Desired chunk LOD state]
DesiredChunkLod --> ChunkQueue[TerrainChunkGeometryQueuePlanner]
ChunkQueue --> B
R --> M2Registry[M2UniquePlacementRegistry reserve]
M2Registry --> M2
R --> B[RenderBudgetScheduler permits]
B --> Terrain[Terrain attach/upgrade]
B --> M2[M2 group/MultiMesh attach]
B --> WMO[WMO instance/group attach]
B --> Liquid[Liquid attach]
Loaded[Loaded terrain Mesh and Transform] --> Ground[Facade ground query]
Ground --> GroundSample[RenderedGroundSample / detached diagnostics]
WorldTime[Authoritative/test time] --> EnvironmentSnapshot[WorldEnvironmentSnapshot]
EnvironmentSnapshot --> RF
RF --> SkyController[WowSkyController]
DBC[Light/Area/Skybox DBC] --> SkyController
SkyController --> World
EntityReadModel[Entity visual read model] --> EntitySnapshot[EntityPresentationSnapshot]
EntitySnapshot --> RF
RF --> EntityPresenter[WorldEntityPresenter]
EntityAsset[PackedScene path] --> EntityPresenter
EntityPresenter --> World
Terrain --> World[Godot world]
M2 --> World
WMO --> World
Liquid --> World
F --> E[Eviction/retention decisions]
E --> World
Marker --> World
F --> Eviction[Eviction/retention decisions]
Eviction --> World
```
## Lifecycle/state
@@ -113,13 +216,14 @@ flowchart TD
```mermaid
stateDiagram-v2
[*] --> Initializing
Initializing --> Ready: WDT/catalog/config ready
Initializing --> WaitingForFocus: WDT/catalog/config ready
Initializing --> Degraded: missing loaders/data/cache
Ready --> Streaming: focus update
WaitingForFocus --> Streaming: valid StreamingFocus
Streaming --> Streaming: load/finalize/evict ticks
Streaming --> WaitingForFocus: world reset without replacement focus
Streaming --> SwitchingMap: map/focus reset
SwitchingMap --> Initializing
Ready --> ShuttingDown
WaitingForFocus --> ShuttingDown
Degraded --> ShuttingDown
Streaming --> ShuttingDown
ShuttingDown --> [*]
@@ -129,18 +233,39 @@ stateDiagram-v2
```mermaid
sequenceDiagram
participant Focus as Camera/Player/Editor
participant Stream as StreamingWorldLoader
participant Source as Player/Editor/Capture source
participant Focus as StreamingFocus adapter
participant Facade as WorldRenderFacade
participant Stream as StreamingWorldLoader internal
participant Planner as StreamingTargetPlanner
participant Worker as Worker task
participant Budget as Main-thread budget
participant Budget as RenderBudgetScheduler
participant Render as SceneTree/RenderingServer
Focus->>Stream: focus position changed
Stream->>Stream: desired tiles and priorities
Source->>Focus: sample explicit Godot position
Focus->>Facade: set/refresh typed focus
Facade->>Stream: delegate focus and refresh
Stream->>Planner: typed focus, catalog and target policy
Planner-->>Stream: immutable wanted/retained plan
Stream->>Stream: queue priority and loaded-tile LOD/detail state
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->>Budget: begin_frame(operation limits)
Stream->>Budget: try_consume_permit(lane)
Budget-->>Stream: true while lane remains bounded
Stream->>Render: attach permitted terrain/M2/WMO/liquid work
Stream->>Render: evict outside retention range
Source->>Facade: sample_ground_height(typed position)
Facade->>Stream: sample loaded render terrain
Stream-->>Facade: RenderedGroundSample / diagnostic snapshot
Source->>Facade: apply_environment_snapshot(exact time)
Facade->>Render: delegate to WowSkyController
Render->>Render: freeze local clock; retain DBC sampling/apply rules
Source->>Facade: present_entity(full visual snapshot)
Facade->>Render: delegate to WorldEntityPresenter
Render->>Render: create/update/replace owned entity root
Source->>Facade: remove_entity(EntityId)
Facade->>Render: detach and queue_free owned root
Stream->>Budget: shutdown: cancel permit issuance
Stream->>Worker: shutdown: wait for WorkerThreadPool tasks
Stream->>Stream: shutdown: finish registered ResourceLoader requests
Stream->>Render: clear queues and owned tree nodes/RIDs
@@ -150,6 +275,40 @@ sequenceDiagram
## Ownership, threading and resources
- `StreamingWorldLoader` владеет tile states, queues, task registries, active world instances и render caches session scope.
- `WorldRenderFacade` owns only scene-relative adapter paths. It does not own the
streamer, environment controller, focus source, returned metrics, queues,
caches, nodes or RIDs.
- `WorldEnvironmentSnapshot` is an immutable caller-owned scalar value. Neither
facade nor sky controller retains it; the controller copies normalized hours
into its existing fixed-clock fields on the main thread.
- `WowSkyController` continues to own DBC sampling state and mutations of its
duplicated Godot `Environment`, sun, skybox node and world shader globals.
- `WorldEntityPresenter` owns one optional visual Node3D subtree per presented
`EntityId`; it owns no authoritative entity state and excludes the local player.
- Entity presentation snapshots remain caller-owned inputs. Detached diagnostics
expose only identity debug keys, paths and visibility, never Node/Resource/RID.
- `TerrainQualityMeshCache` owns only full-quality revisit Mesh references and
LRU keys. The loader retains terrain tasks/results, tile state, source choice,
cache versions and every material/Node/RID finalization side effect.
- `TerrainChunkLodPlanner` is stateless and owns only call-local horizontal
distance calculations. The loader retains parsed chunks, desired state,
queues, budgets and all Mesh/Node/RID application side effects.
- `TerrainChunkGeometryQueuePlanner` is stateless and owns only call-local
create/remove request calculation and sorting. The loader adopts the fresh
arrays and retains removal-first drains, budgets and render side effects.
- `M2UniquePlacementRegistry` owns only positive unique-key to tile-key strings.
The loader retains owned/skipped tile arrays, candidate retry, grouping/build
tasks, caches and all MultiMesh/Node/Mesh/material/RID side effects.
- Rendered-ground query results and diagnostic snapshots are caller-owned values;
the facade never returns Mesh, Node, tile-state or queue references.
- Loaded-mesh ground sampling is renderer diagnostics, not authoritative gameplay
collision. M02 `TerrainQuery` composition and ADT cache ownership remain unchanged.
- `StreamingTargetPlanner` is stateless and owns only call-local calculations;
its immutable plan is consumed synchronously by the streamer.
- `RenderBudgetScheduler` owns only per-frame lane counters and a terminal
cancellation flag. The streamer retains queue ordering and all operation side effects.
- 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.
@@ -163,9 +322,19 @@ sequenceDiagram
| 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` |
| Missing renderer implementation | Facade path/method validation | Focus/metrics call fails without mutation | One facade diagnostic until recovery | Fix scene composition path/implementation |
| Invalid metrics result | Facade return-type validation | Return empty caller snapshot | Facade error | Restore `Dictionary` implementation contract |
| Invalid environment time | Snapshot finite-value validation | Reject update; retain prior sky clock | `environment_time_not_finite` on invalid value | Supply a finite time snapshot |
| Missing environment controller | Facade path/method validation | Reject environment update; other facade APIs remain available | One facade diagnostic until recovery | Fix scene composition path/implementation |
| Invalid entity visual snapshot | Contract validation | Reject without scene mutation | Stable `entity_presentation_*` failure code | Repair adapter read model and resend |
| Missing/invalid entity visual asset | Resource existence/load/root check | New entity absent or prior replacement retained | Named presenter warning | Restore asset mapping and resend snapshot |
| Missing entity presenter | Facade path/method validation | Reject entity commands; other facade APIs remain available | One facade diagnostic until recovery | Fix runtime scene composition |
| 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 |
| Render terrain unavailable | Facade ground query | Immutable unavailable sample | Stable `render_terrain_*` failure code and optional snapshot | Wait for streaming or use gameplay-owned query backend |
| 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 |
@@ -184,6 +353,9 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
## 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.
@@ -192,14 +364,38 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
## Diagnostics and observability
- Logs: `HITCH`, `PERF`, `TERRAIN_QUALITY`, `SKY_LIGHT`, `SKYBOX_MODEL`.
- API snapshot: `WorldRenderFacade.renderer_metrics_snapshot()` returns detached
queue/cache/activity counts without exposing mutable renderer state.
- 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: 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 and seven cold/warm checkpoints.
- 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.
- Pure planner contract: center/corner/catalog/clamp/editor cases plus bounded
High-like iteration timing without loading a world scene.
- Terrain chunk LOD contract: horizontal chunk-center distance, inclusive
thresholds, sparse indices, disabled/raw-custom policy, loader delegation and
bounded 250-by-256 planning without loading a world scene.
- Terrain chunk geometry queue contract: current/desired comparison, tile-LOD
takeover, sparse origin fallback, stable removals, nearest creates, loader
drain boundary and bounded multi-tile timing without a world scene.
- M2 unique placement contract: unkeyed pass-through, within-call/cross-tile
dedupe, owner release/retry, clear, detached diagnostics, loader boundary and
bounded reserve/release timing without a world scene.
- Budget scheduler contract: exact lane exhaustion, shared chunk removal/create
priority, independent lanes, frame reset, invalid limits, terminal cancellation,
dependency boundaries and bounded permit timing without loading a world scene.
- Internal-access contract: derives the current streamer's private queue/task/
cache/state field inventory and rejects external member/reflection access from
gameplay or EditorPlugin package code.
- Ground-query facade contract: available/unavailable typed result delegation,
detached nested diagnostics and terrain-probe source migration without private access.
- Rendered-ground value contract: available/non-finite/unavailable invariants pass
from a cold Godot class cache before editor import.
- 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).
@@ -207,7 +403,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
## Extension points
- Target `WorldRenderFacade` for runtime/editor/capture callers.
- Target `StreamingFocus` independent of Camera3D.
- 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.
@@ -217,16 +413,29 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
|---|---|---|---|
| ADT streaming/terrain | Partial | M00 checkpoints and current scenes | Fidelity/performance gaps remain |
| Static M2 placement | Partial | MultiMesh/dedupe probes | Full materials/animation/effects |
| M2 unique placement registry | Implemented extraction | Scene-free ownership/lifecycle/timing contract and historical `uid:11785` smoke | Group/build/tasks/finalization and asset-backed p95/p99 remain pending |
| 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 |
| Stable renderer facade | Planned | M03 | Current caller uses monolithic Node API |
| 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 | Implemented boundary / Partial fidelity | Facade contracts cover focus, environment, entity visuals, metrics and loaded-mesh ground query | Production consumers and fidelity remain |
| Environment snapshot input | Implemented boundary / Partial fidelity | Immutable time contract, facade/controller delegation and checkpoint migration | Weather/indoor state and paired zone-transition fidelity remain |
| Entity presentation commands | Implemented boundary / Prototype visuals | Versioned typed snapshot plus present/remove lifecycle and runtime service composition | Display/equipment/animation/effects and async scale path remain |
| Terrain quality Mesh cache service | Implemented extraction | Scene-free admission/LRU/clear contract and loader delegation | Remaining terrain build/state/finalization is monolithic |
| Terrain chunk LOD planner | Implemented extraction | Scene-free formula/dependency/timing contract and loader delegation | Queue/state/finalization and asset-backed p95/p99 remain pending |
| Terrain chunk geometry queue planner | Implemented extraction | Scene-free request/order/dependency/timing contract and loader delegation | Queue drains/state/finalization and asset-backed p95/p99 remain pending |
| Pure streaming target planner | Implemented | `M03-RND-STREAMING-PLANNER-001` asset-free contract/performance regression | Queue scheduling and loaded-tile LOD application remain in streamer |
| Bounded render budget scheduler | Implemented | `M03-RND-SCHEDULER-001` asset-free permit/cancellation/performance regression | Queue storage, worker concurrency and operation execution remain in streamer/services |
| Gameplay/editor/tool internal-access boundary | Implemented | Access gate scans gameplay, EditorPlugin packages and terrain probe against actual private streamer declarations | Add future renderer diagnostic tools explicitly to the protected list |
| Rendered terrain ground query | Implemented | `M03-RND-FACADE-GROUND-QUERY-001` typed result/snapshot isolation and probe migration | Diagnostic Mesh ray only; not movement/collision authority |
## Known gaps and risks
- Monolithic streamer mixes planning, jobs, caches and presentation.
- Direct camera path remains until M01/M03.
- `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.
@@ -241,12 +450,35 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
- 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.
- Rendered-ground sampling generates a triangle mesh on demand and retains the
historical nearby seam fallback. It is appropriate for diagnostics, not a
per-physics-frame gameplay query or a claim of exact terrain collision parity.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/world_render_facade.gd` | Stable caller boundary for typed focus/environment, detached metrics and rendered-ground queries |
| `src/render/environment/world_environment_snapshot.gd` | Immutable normalized world time input with explicit invalid state |
| `src/render/entities/entity_presentation_snapshot.gd` | Immutable contract-v1 entity visual input and validation |
| `src/render/entities/world_entity_presenter.gd` | Main-thread entity visual subtree ownership and lifecycle |
| `src/render/terrain/rendered_ground_sample.gd` | Immutable renderer-owned available/unavailable ground query result |
| `src/render/terrain/terrain_quality_mesh_cache.gd` | Full-quality terrain revisit Mesh retention and LRU ownership |
| `src/render/streaming/streaming_target_planner.gd` | Scene-free wanted/retained ADT target calculation |
| `src/render/streaming/streaming_target_policy.gd` | Immutable renderer radius/prefetch policy |
| `src/render/streaming/streaming_target_plan.gd` | Immutable planner result with read-only tile-key sets |
| `src/render/streaming/render_budget_scheduler.gd` | Scene-free per-frame operation permits and terminal cancellation |
| `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 |
| `src/tools/verify_world_render_facade.gd` | Focus/environment/metrics/ground delegation, snapshot isolation and consumer wiring regression |
| `src/tools/verify_world_environment_snapshot.gd` | Cold-start environment value normalization and invalid-input regression |
| `src/tools/verify_world_entity_presentation.gd` | Entity snapshot, create/update/replace/remove and ownership regression |
| `src/tools/verify_rendered_ground_sample.gd` | Cold-start renderer ground result invariant regression |
| `src/tools/verify_terrain_quality_mesh_cache.gd` | Terrain cache admission, LRU, ownership and loader-boundary regression |
| `src/tools/verify_streaming_target_planner.gd` | Planner behavior, dependency and bounded timing regression |
| `src/tools/verify_render_budget_scheduler.gd` | Scheduler bounds, shared-lane priority, cancellation and timing regression |
| `src/tools/verify_renderer_internal_access.gd` | Gameplay/EditorPlugin/registered renderer-tool boundary gate derived from private streamer fields |
| `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 |
@@ -258,9 +490,11 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `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_terrain_height.gd` | Offline facade-backed 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
+87
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@@ -19,6 +19,93 @@ config/icon="res://icon.svg"
enabled=PackedStringArray("res://addons/mpq_extractor/plugin.cfg")
[input]
openwc_player_move_forward={
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openwc_player_blizzlike_strafe_right={
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openwc_player_turn_right={
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openwc_player_debug_fly_up={
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openwc_player_debug_fly_down={
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openwc_player_debug_sprint={
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openwc_player_debug_toggle_flight={
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openwc_player_camera_rotate={
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openwc_player_camera_zoom_in={
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openwc_player_camera_zoom_out={
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openwc_player_release_cursor={
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}
[physics]
3d/physics_engine="Jolt Physics"
+1
View File
@@ -0,0 +1 @@
# Reference projects are research inputs, not OpenWC runtime resources.
+4
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@@ -2,6 +2,10 @@ Reference-only sources and tools.
This directory contains external projects used to compare WoW file-format behavior and editor pipelines while implementing OpenWC. Runtime code should not depend on anything in this directory.
Godot project scanning is disabled for this directory by `.gdignore`. Reference
assets remain available to Git, text search and external tooling, but Godot must
not generate `.import` sidecars inside nested reference repositories.
- `blender-wow-studio-3.4-1.1.0_Experimental/` - Blender add-on sources for M2/WMO import/export reference.
- `wow.export/` - wow.export source tree and Blender OBJ importer reference.
- `noggit-red/` - Noggit RED source tree from `https://gitlab.com/dirtbikercj/noggit-red`, used as a reference for WoW 3.3.5 map editing, ADT/WMO/M2 placement behavior, UID handling and editor workflows.
Submodule reference/open-realm updated: dfe316d3b0...c7ed0545c8
@@ -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
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uid://ddu5eiobntlrm
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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 @@
uid://bg8p8rrkmg84d
@@ -0,0 +1,29 @@
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
@@ -0,0 +1 @@
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+17
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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
@@ -0,0 +1 @@
uid://cuy2skhdv3f6g
@@ -0,0 +1,29 @@
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
@@ -0,0 +1,16 @@
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
@@ -0,0 +1 @@
uid://dr8k82t2qgewd
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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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uid://bqdd8el4me5ng
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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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uid://cg3mht5bhgsya
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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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uid://bmwlyacooq2lc

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