Launch Terminus through daemon-owned Hangar
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12 changed files with 891 additions and 85 deletions
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@ -24,10 +24,14 @@ leaving Play drops that client while the authoritative daemon remains alive and
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ready for the next connection.
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Starting the daemon does not create, load, or step a game world. It starts the
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typed state boundary and CultMesh transport in `ready` mode. A playable-world
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subscription loads an existing run. Typed mode selection chooses authority and
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policy; a committed deployment/admission creates session state through the
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applicable provider or Arena server. Only that activation boundary opens
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typed state boundary and CultMesh transport in `ready` mode and publishes the
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`aetheria.hangar` Eve surface. The Hangar exposes the canonical saved loadout
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and typed equip/remove operations. **Launch** commits a Terminus deployment
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from the current Hangar revision and creates its run; **Continue** selects the
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existing deployed Terminus checkpoint without creating a replacement run.
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Typed mode selection chooses authority and policy; a committed
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deployment/admission creates session state through the applicable provider or
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Arena server. Only that activation boundary opens
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simulation persistence and starts the fixed simulation clock. When the last
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playable-world subscription is withdrawn,
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the daemon commits the final public frame and matching private Ymir checkpoint,
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@ -53,9 +57,10 @@ being debugged.
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1. Press **Build daemon** after changing daemon code. Use **Reimport state &
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build** only when the isolated development state must be replaced.
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2. Press **Start daemon** and wait for the window to report the live endpoint.
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3. Enter and leave Unity Play Mode normally. The daemon remains running across
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client sessions.
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4. Edit and inspect the generic EveUnity-lowered world in Play Mode.
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3. Enter Unity Play Mode. The generic client mounts `aetheria.hangar`.
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4. Configure the saved loadout, then choose **Launch** for a new Terminus run
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or **Continue** for the currently deployed saved run. The same mounted Eve
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surface becomes the gameplay composition after activation.
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5. Use Unity Pause to submit the advertised `simulation.pause` action to the
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daemon. Unity unpause submits `simulation.rate.realtime`.
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6. While paused, use **Advance one step** to commit exactly one fixed daemon
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