Publish CultMesh-native Aetheria Eve surfaces
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35 changed files with 1993 additions and 1247 deletions
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@ -145,18 +145,20 @@ Current Ymir control flow:
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`TryOverlapZoneHulls`, or `TryCastZoneHulls`.
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- `TryBuildDaemonWorld` builds Ymir bodies from `AetheriaDaemonRenderNativeView`
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rather than from Unity `HullCollider` geometry.
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- Ymir step/overlap/cast requests execute through the typed
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`YmirPhysicsQueries` surface in `YmirPhysicsContracts.cs`.
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- Query results are resolved back to Unity presentation hulls through daemon
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entity ids, so visual effects still have a GameObject to attach to.
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This is the right authority direction: Ymir receives bodies derived from daemon
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SoA, and Unity hulls are presentation targets. Remaining debt:
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- `AetheriaYmirPhysicsBridge` still has a fallback from missing daemon
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`EntityIndex` to row index. That should be removed; stable entity identity is
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required for daemon/Ymir correspondence.
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- Ymir query requests are still JSON-over-local-HTTP from Unity. That can be a
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temporary transport, but the durable model should be typed CultNet/CultMesh
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command/query boundaries.
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- `AetheriaYmirPhysicsBridge` requires daemon `EntityIndex` and
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`PhysicsBodyRadius` columns before it builds Ymir bodies; stable entity
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identity is required for daemon/Ymir correspondence.
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- Ymir query requests no longer use Unity-owned JSON endpoint calls. The
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remaining durable target is exposing the same typed query semantics through
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CultNet/CultMesh query handles.
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- Clickable raycasts still construct query bodies from Unity click bounds. That
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is presentation picking, not simulation authority, but it should stay clearly
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labeled as renderer/UI picking.
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@ -273,22 +275,20 @@ Moved or moving out:
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## High-Value Next Cuts
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1. Remove the Ymir row-index fallback. `TryBuildDaemonWorld` should require
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daemon `EntityIndex`; Ymir body ids must never derive from SoA row order.
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2. Enrich daemon SoA physics columns. Publish body radius/mass/inverse mass
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1. Enrich daemon SoA physics columns. Publish body radius/mass/inverse mass
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from typed entity/hull state instead of `1.0` placeholders.
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3. Add daemon current-stat query documents/surfaces. Designers and clients
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2. Add daemon current-stat query documents/surfaces. Designers and clients
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should query current resolved stats through daemon-owned state refs, not
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inspect Unity behavior objects.
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4. Convert hot behavior reads from `PerformanceStat` to stat handles with
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3. Convert hot behavior reads from `PerformanceStat` to stat handles with
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dependency masks and cached condition sampling. Leave legacy exponent
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evaluation only as migration import/readback.
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5. Shrink `ZoneRenderer` toward stateless per-frame render lowering. Persistent
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4. Shrink `ZoneRenderer` toward stateless per-frame render lowering. Persistent
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GameObjects can remain for prefabs, but zone/body/entity discovery should be
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query-driven from daemon state.
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6. Replace local HTTP Ymir calls with typed CultNet/CultMesh query boundaries
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5. Promote Ymir's typed local query surface to CultNet/CultMesh query handles
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when the Ymir daemon interface is ready.
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7. Make Eve state refs first-class in the UI runtime so surfaces can point to
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6. Make Eve state refs first-class in the UI runtime so surfaces can point to
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daemon state and clients resolve it automatically.
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## Mental Model
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@ -298,4 +298,3 @@ It is now "the Aetheria daemon owns typed state and publications, while Unity is
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a powerful but still-too-large observer/projection runtime." The main migration
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task is to keep deleting places where Unity turns observed daemon facts back
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into local authority.
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