From f7adc30116c90fdacb581c39cf3dc38eccffe5bf Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Mon, 13 Jul 2026 21:13:44 +0100 Subject: [PATCH] Correct Unity presentation migration status --- docs/original-game-migration-matrix.md | 26 ++++++++++++++------------ 1 file changed, 14 insertions(+), 12 deletions(-) diff --git a/docs/original-game-migration-matrix.md b/docs/original-game-migration-matrix.md index cade3e1e1..bb6f68b2f 100644 --- a/docs/original-game-migration-matrix.md +++ b/docs/original-game-migration-matrix.md @@ -37,7 +37,7 @@ validation proves contract shape, not wiring, exclusivity, lowering, or parity. | Fields/fog/gravity | zone renderer and shaders | daemon/plugin semantics | Fields plugin documents | EveUnity fields lowerer | owner-exists; basic lowering; composition parity absent | visual parity captures | | HUD/schematic | ARPG HUD and `SchematicDisplay` | Eve composition from daemon facts | semantic status/components | EveUnity UI | reference | source-fact and timing matrix | | Hit/lock/warnings | `ActionGameManager` feedback | daemon event facts | transient feedback stream | VFX/UI/audio | bounded deduplicated game-event ledger and Eve `feedback.stream` wired for pickup outcomes, projectile launch/impact, entity damage, alive-to-dead destruction, authoritative weapon reload chronology, and episode-deduplicated `weapon.fire.refused` facts for insufficient energy or missing ammunition; refusal identity, authored weapon, target, reason, and remaining magazine state are runtime-independent cockpit inputs | add lock transitions, thermal and docking event families, negative transaction fixtures, and runtime effect consumption | -| Assets | `Assets/Resources` | Aetheria provider | asset catalog + CultMesh CDN | runtime cache/load | wired; basic lowering; not live-proven remotely | cold/warm remote-only live load and cache proof | +| Assets | `Assets/Resources` | Aetheria provider | asset catalog + CultMesh CDN | runtime cache/load | provider manifests now name deterministic bundle-internal paths; the authoring build derives presentation-only prefabs, strips missing and non-Eve `MonoBehaviour` components, verifies both saved prefabs and the loaded bundle, and publishes the immutable bundle through CultMesh; remote cold/warm loading remains unproven | cold/warm remote-only live load, cache proof, and rendered identity capture | | Save/resume | original persistence paths | daemon/CultCache | published current state | clients rehydrate | owner-exists; not parity-proven | mid-loop restart | | Terminus loop | original game composition | daemon/Ymir/Eve | pilot surface | Aetheria.Unity | live minimum-loop proof: generic Unity discovers the provider, lowers the pilot world/assets, single-steps dock and undock while paused, buys daemon-priced station stock, single-steps Ymir salvage collection, resumes, moves, targets, fires, and presents authoritative receipts/shot outcome | destruction-created loot pickup, richer trade content, docking transitions, and sustained combat encounters | | Starbridge | original/shared architecture intent | one daemon session | pilot + commander surfaces | Unity + Electron | commander task board and autonomous explore execution wired; Electron Eve lowering and split-target proof missing | commander orders plus four pilots and autonomous workers | @@ -140,18 +140,20 @@ These are source-confirmed ownership failures, not feature backlog: - Conformance scenarios must preserve source baseline, authoritative state timeline, Ymir timeline, command/receipt chronology, rendered capture, runtime/package versions, and negative-authority results together. -10. **Unity still reconstructs a mutable gameplay graph.** +10. **The fossil authoring project still contains a mutable gameplay graph.** `AetheriaUnityObservedEntityRestorer`, `AetheriaUnityObservedFrameApplier`, - `ActionGameManager`, and `ZoneRenderer` can derive or repair state instead of - merely lowering Eve facts. The migration must first publish every required - presentation fact, then delete those writers and make Eve entity/node IDs - the only presentation identity. -11. **Provider asset delivery still contains fossil gameplay scripts.** The - daemon publishes semantic asset descriptions and CDN records, but current - bundles deserialize prefabs containing missing or Aetheria-specific - `MonoBehaviour` components. The first asset conformance slice is the - player/ship/station/orbital presentation set, packaged as immutable - presentation-only variants and cold-loaded by a clean EveUnity client. + `ActionGameManager`, and `ZoneRenderer` remain reference and asset-authoring + inputs in the original Unity project. They are absent from the canonical + `Aetheria.Unity` client, whose verifier rejects Aetheria, ServerShared, and + gameplay assemblies. EveUnity still needs a read-only presented-entity + registry before richer camera, selection, and HUD adapters can avoid + rebuilding a parallel presentation index. +11. **Remote provider asset delivery remains unproven.** The authoring build now + derives deterministic presentation-only variants, strips missing and + non-Eve scripts, verifies the saved prefabs and loaded AssetBundle, and the + daemon advertises those bundle-internal paths. A clean EveUnity client must + still prove cold download, content verification, cache reuse, and rendered + identity without access to the authoring project. 12. **The negotiated local SoA fast path remains unproven.** The daemon publishes exact immutable generations; the external Unity client rejects stale or mismatched bodies and now resolves the same generation through the