# Aetheria Perfect Machine Map Date: 2026-06-13 This is the Proprioception and Imagination pass for turning Aetheria from a Unity project with ancestral cache/network/UI machinery into a coherent GameCult machine: typed CultCache state, CultMesh networking, and Eve CultUI surfaces lowered into Unity without JSON or RethinkDB remaining as live authority. ## Objective Aetheria should persist and replicate game state as typed CultCache documents, publish multiplayer/service state through CultMesh, and render operator/runtime interfaces from Eve CultUI surfaces. The old JSON, RethinkDB, JsonKnownTypes, legacy catalog cache, and legacy UI paths should be migration-only or deleted. ## Current Mechanism - Unity client/runtime lives under `Assets/`. Gameplay still reads the legacy item/name catalog through `LegacyCatalogBoundary`, but `ActionGameManager` no longer owns a global legacy cache. Local run saves, loadouts, player settings files, zone files, and generated keyboard layout caches no longer write bespoke durable files. The legacy `PlayerSettings` runtime object is no longer decorated as a MessagePack persistence shape. - Shared domain state is still partly built around `DatabaseEntry`, GUID identity, MessagePack attributes, and static cache references. Newtonsoft, JsonKnownTypes, RethinkDB, LiteNetLib client transport, and the broken `Economy.Shared` wrapper have been removed from live source. The stale `StrategyGameManager.csbak` backup file and unused Unity asset MessagePack formatter classes have also been deleted, so the remaining direct `MessagePackSerializer` calls are the two legacy catalog deserializers and their resolver setup. - Local legacy catalog data remains in `GameData/AetherDB.msgpack` and `GameData/NameFile/*.msgpack` as migration/catalog inputs. The old `PlayerSettings.msgpack`, `.loadout`, `.zone`, and `GameData/KeyboardLayouts/*.msgpack` authority paths are disabled or deleted. The old `SavedGame`/`SavedZone` DTOs and `Galaxy` save-loader constructor are deleted. The dead `SavedStory` JSON DTO is deleted. `ZonePack` and `EntityPack` remain as runtime construction/loadout snapshots, but no longer declare themselves as MessagePack persistence documents. - `LegacyCatalogBoundary` opens `LegacyCatalogCache` as the only concrete pull-only catalog cache. Runtime consumers receive `ILegacyCatalogReader`, so old MessagePack backing stores may hydrate in-memory domain objects for the current Unity runtime, but this path cannot push or delete legacy files. The legacy backing-store write/realtime APIs and public cache mutation methods have been deleted; only backing-store pull hydration can populate it. The backing-store serializer methods are also deleted, so the legacy cache implementation exposes deserialization only. - `DatabaseLink.Value` can resolve legacy links only after `LegacyCatalogBoundary` binds the pull-only catalog cache. Legacy catalog construction no longer grabs global `DatabaseLinkBase` authority. - `Economy.Server` now starts the modern `Aetheria.State` CultMesh node and no longer owns RethinkDB/LiteNetLib state. - `Aetheria.State.Import` writes a typed quarantine manifest and migration ledger for the legacy catalog files. It also raw-decodes stable old MessagePack union fields into typed item/faction/name-file documents without compiling the old Unity domain model into `Aetheria.State`. The current checked-in catalog maps to 115 item definitions, 12 factions, and 12 name files. Item definitions now carry legacy manufacturer IDs, price, shape dimensions, occupied cell counts, full typed shape-cell masks, hardpoint type, hull type, interior shape masks for hull/cargo equipment, hull hardpoint definitions, behavior kind fingerprints, typed recursive behavior payloads, stack size, durability, and weapon range/caliber/type/fire/modifier classifications. Corporation documents now carry the legacy short name, true description from key 3, name-file and boss-hull legacy IDs, influence distance, allegiance count, and music bank IDs. Empty legacy GUID references are imported as absent links rather than as `Guid.Empty` catalog IDs. `Aetheria.State` now owns the canonical legacy-ID record key mapping for migrated item, corporation, and name-file documents. - `AetheriaCatalogSnapshot` is the typed catalog read surface over materialized `.cc` records. It exposes trade-item, manufacturer, corporation prefix, and corporation name-file queries, plus equipment, hardpoint, and behavior queries without touching `DatabaseEntry`. - `Aetheria.State.Unity` is the Unity-facing runtime read facade over typed catalog state. It opens `aetheria-world.cc`, emits immutable catalog read models for trade/equipment/behavior/hardpoint/manufacturer/corporation/name queries, exposes typed item shape masks for layout/fitting consumers, and exposes typed interior masks and hardpoints for future equipment/cargo layout consumers, plus typed behavior payload read models for future behavior factories. It reads the published Eve surface without deserializing legacy `DatabaseEntry` objects. It is not a simulation owner and does not write state. - `AetheriaCatalogSurfaceProjector` now emits the first provider-owned Eve surface from typed catalog state. The importer materializes a `gamecult.eve.surface.v1` catalog operator document at `eve:surface:aetheria.catalog.operator` with summary, trade-catalog, and corporation views. This is a typed CultCache surface document, not a renderer dashboard or JSON status card. - `GameData/aetheria-world.cc` is now materialized from the importer as the project-local typed state file for the checked-in catalog. The importer stores relative provenance in the state document, not machine-local absolute paths. `Aetheria.State.Verify` opens the materialized file and checks that migration ledger counts match actual typed catalog records, that the legacy-ID lookup API resolves migrated item, corporation, and name-file documents, and that the expanded typed catalog facts, typed catalog snapshot queries, and typed Eve catalog surface are present in the `.cc` store. The current verifier sees 52 shaped item masks, 5 interior masks, 3 hardpoint-host hulls, 22 hardpoints, 39 behavior-bearing item definitions, 65 behavior payloads, 661 behavior fields, 18 behavior-side legacy-ID references, 51 hardpoint-tagged equipment items, 3 hull items, and 18 weapon-facet item definitions. Legacy content includes at least one overhanging hardpoint (`LonginusX`); migration verification preserves that payload and does not convert content repair into mapper authority. - `.voidbot/state/aetheria.cc` is the repo Persona state witness. Aetheria is not registered as a VoidBot Discord identity yet, so mutations use the repo-local `void-self-state.mjs apply-operation` typed boundary rather than the registered Face MCP path. - The old IMGUI DB inspector under `Assets/Scripts/CultCache/Editor/` has been deleted. `NameTools` can still clean/generate names, but legacy NameFile `.msgpack` export is disabled. - MessagePack is no longer used as a runtime object-cloning shortcut for `EntitySettings`, and UI/player-settings startup no longer registers the old MessagePack resolver. Resolver registration is confined to legacy catalog deserialization. Unused Unity asset formatters for GameObject, Material, Sprite, and Texture2D are deleted. Keyboard layout DTOs are plain runtime parse/display models, not MessagePack save shapes. `PlayerSettings` is a plain session-local runtime object until typed Verse settings are imported into Unity. The global scene-load MessagePack resolver hook is deleted. The slime compute settings path no longer serializes its local parameter struct for change detection. - The dead story compiled-JSON cache sketch and its SHA helper are deleted; story compilation currently reads Ink source directly until a typed Verse story/cache document exists. - Runtime UI is old Unity UI/uGUI prefabs plus `MonoBehaviour` scripts under `Assets/Scripts/UI/` and `Assets/Prefabs/UI/`. - Aetheria already has Unity UIElements support available through `com.unity.modules.uielements`, but no imported Eve Unity lowering package. ## Invariants - Durable game state is typed CultCache state, not JSON documents or ad hoc sidecars. - Network-visible state is published through CultMesh/CultNet documents, not a RethinkDB changefeed or bespoke status endpoint. - Record identity belongs to CultCache record keys and typed references, not to mutable domain base classes. - UI surfaces are provider-owned Eve CultUI documents; Unity is a lowering runtime, not the owner of UI truth. - Migration code may read old formats, but old stores cannot decide live state after migration. - The runtime must have one commit path for user action, load/import, server replication, and editor mutation of the same state. ## Current Authority Map - Owner: `Aetheria.State` owns the new typed state spine for durable state. `LegacyCatalogBoundary` is the only named owner for old MessagePack catalog reads and legacy `DatabaseLink` resolution inside the Unity runtime until catalog migration lands. Runtime code receives `ILegacyCatalogReader`, not the concrete cache. `Aetheria.State.Unity` owns a read-only typed catalog facade for future Unity consumers; it does not write state or own simulation. The legacy cache no longer has a public mutation surface. - Inputs: Unity gameplay code, legacy catalog files, typed state documents, and CultMesh server state. - Outputs: `Aetheria.State` emits `.cc` state and CultMesh documents. Legacy catalog reads emit in-memory domain objects only; the old local save and editor catalog write paths have been cut. Migrated catalog documents are addressed through `AetheriaCatalogKeys` and `AetheriaStateNode` legacy-ID methods, not importer-local string concatenation. The catalog operator UI is emitted as a typed Eve surface document derived from the catalog snapshot. - Derived state: UI panels, generated keyboard layouts, editor rows, and serialized legacy payloads are projections, migration inputs, or disabled session-local DTOs, not durable authority. - Forbidden writers: old JSON backing stores, JsonKnownTypes converters, Rethink/LiteNet paths, IMGUI database editor exports, local save-file writes, generated keyboard layout caches, and server-side `DatabaseCache` paths. - Shared paths: manual gameplay edits, editor edits, server updates, file load, file save, and migration all need to converge on one typed commit primitive. - Deletion line: no new behavior should be added to `LegacyCatalogBoundary`, the old `DatabaseEntry`, `LegacyCatalogCache`, or MessagePack catalog paths except bounded migration readers that emit typed `Aetheria.State` documents. ## Target Authority Map - Owner: `Aetheria.State`, a typed document layer backed by modern `GameCult.Caching` and opened through a CultMesh node. - Inputs: typed commands, save/import migration records, CultMesh replication, editor mutations, and deterministic simulation facts. - Outputs: CultCache `.cc` state files, CultMesh document streams, Eve surface documents, simulation events, and migration reports. - Derived state: Unity scene objects, HUD panels, editor inspectors, debug views, server dashboards, and compatibility DTOs. - Forbidden writers: Unity UI components, RethinkDB, legacy JSON stores, `DatabaseEntry.ID`, global cache statics, and any compatibility reader. - Shared paths: gameplay input, editor edits, import/deep-load, replication, simulation ticks, and tests all call the same typed state service. - Deletion line: after catalog migration smokes pass, delete or quarantine the remaining `LegacyCatalogCache`/`DatabaseEntry` runtime catalog dependency and remove old MessagePack backing store classes from live Unity source. ## Intended Change Create a modern Aetheria state runtime that opens a CultMesh node over a typed CultCache file, registers Aetheria document types, and exposes narrow ports for gameplay, editor tools, migration, and UI projection. The state runtime becomes the only live writer. Everything else becomes a consumer, a command source, or a migration reader. Use modern CultLib surfaces: - `GameCult.Caching` for `[CultDocument]`, record keys, indexes, references, schema catalog, and typed persistence. - `GameCult.Caching.MessagePack` for the binary CultCache backing format. - `GameCult.Mesh` for node/database illusion, durable shard logs, Verse descriptors, authority leases, replication, and peer discovery. - Eve CultUI for portable UI documents and command envelopes. ## UI Direction Unity should lower Eve surfaces through UI Toolkit, not through the old uGUI CultUI package as the strategic path. The package should live in the Eve repo as an importable Unity package, for example `org.gamecult.eve.unity-uitoolkit`. It should consume `gamecult.eve.surface.v1` and `gamecult.eve.command.v1`, lower retained components into `UIDocument`/`VisualElement` trees, and publish commands back to the provider through CultMesh/CultNet. Aetheria should import that Eve package and provide surfaces. It should not own a bespoke Unity lowering. The existing CultLib Unity uGUI package remains useful as prior art for resolver-backed controls and inspector generation, but it is not the new portable UI authority. Until that shared Eve package exists, Aetheria publishes provider surfaces as typed CultCache documents using a local mirror of `gamecult.eve.surface.v1`. The mirror is not a new UI authority; it is the state provider contract that a future Eve package should replace or align with. First Aetheria surfaces to publish: - runtime HUD - inventory - menu shell - sector/map view - typed state inspector - migration report / quarantine viewer - server/session status ## Migration Phases 1. Baseline - Record the current compile/test status for Unity and .NET projects. - Keep this map current before cutting code. - Count old authority references with `rg` so deletion has a visible target. 2. Modern state spine - Add references to modern `GameCult.Caching`, `GameCult.Caching.MessagePack`, and `GameCult.Mesh`. - Create `Aetheria.State` document definitions using `[CultDocument]`, `[MessagePackObject]`, `[CultName]`, `[CultIndex]`, and typed references. - Add a smoke that writes, flushes, reopens, and reads typed state from a CultCache `.cc` file. 3. Legacy quarantine - Done: capture old `GameData/AetherDB.msgpack` and related name files as a typed quarantine manifest without granting them runtime authority. - Done: emit typed CultCache records plus a migration ledger for the catalog quarantine preflight. - Done: implement a bounded raw payload mapper that converts stable old `DatabaseEntry` union fields into typed item/faction/name-file catalog documents without making `Aetheria.State` depend on Unity's legacy model. - Done: expand the stable item mapper to include equipment facets and behavior kind fingerprints needed by future Unity/Eve catalog consumers. - Done: import full item shape-cell masks into typed catalog documents and expose them through the Unity-facing read facade. - Done: import typed interior shape masks and hull hardpoint definitions needed by future equipment/cargo layout and fitting consumers. - Done: import recursive typed behavior payloads so future behavior factories no longer have to depend on legacy `BehaviorData` objects just to see authored behavior fields. - Remaining: add typed documents/mappers for runtime object graphs, typed behavior factory construction, simulation state, and any catalog fields not covered by the stable scalar/fingerprint/payload pass. 4. Runtime cutover - Done: add a Unity-facing typed catalog read facade and smoke proving it can read the materialized `.cc` catalog plus Eve surface without the legacy catalog reader. - Replace `ActionGameManager` cache bootstrap with the new state runtime. - Convert domain references from GUID/base-class patterns to typed record refs. - Remove runtime dependency on `LegacyCatalogCache` and `DatabaseEntry` as owners. 5. Mesh host - Replace `Economy.Server` RethinkDB and LiteNetLib database authority with a CultMesh node. - Keep any transport bridge only if it delegates to CultMesh and protects a named external compatibility contract. - Publish Verse descriptors and state subscriptions through CultMesh. 6. Eve UI - Done: publish the typed catalog operator surface from `Aetheria.State`. - Build or import the Eve UI Toolkit lowering package from the Eve repo. - Replace the old IMGUI DB inspector first, because it is closest to state authority. - Then replace runtime HUD/menu/inventory/map screens. 7. Purge - Done: delete vendored RethinkDB. - Done: delete JsonKnownTypes. - Done: delete Newtonsoft dependencies and attributes from live code. - Done: delete old JSON backing stores. - Done: delete the broken `Economy.Shared` wrapper and tracked build output. - Done: disable legacy local save, loadout, zone, player-settings, keyboard layout, DB inspector, and NameFile export writers. - Done: delete the old `SavedGame`/`SavedZone` runtime save DTO and loader. - Done: stop legacy catalog pull/read paths from writing entries back to their source backing store. - Done: delete legacy catalog backing-store write/realtime APIs. - Done: delete public legacy catalog cache mutation APIs. - Done: delete the stale `StrategyGameManager.csbak` backup source and unused Unity asset MessagePack formatters. - Done: demote keyboard layout DTOs from MessagePack shapes and delete the global scene-load MessagePack resolver hook. - Done: demote `PlayerSettings` and nested settings from MessagePack shapes after the legacy settings writer was disabled. - Remaining: delete or quarantine old cache abstractions that no longer protect an invariant once catalog migration has a typed reader. ## Verification - `rg "Newtonsoft|JsonObject|JsonProperty|JsonConvert|JsonKnownTypes|RethinkDb|RethinkTable|DatabaseCache"` is zero outside migration quarantine and docs. - `rg "DatabaseEntry" Assets Economy.*` shows no live runtime ownership path. - `dotnet list package --vulnerable --include-transitive` is clean for active maintained projects. - CultCache smoke proves write, flush, reopen, query, and typed reference resolution. - CultMesh smoke proves node start, typed put/get, subscription, flush, and reopen. - Eve surface smoke proves provider-owned surface documents are generated from typed state and survive `.cc` store reopen before any renderer owns them. - Quarantine import smoke proves old catalog file facts can be captured into typed state without old readers remaining on the live runtime path. - Migration smoke proves stable old catalog payload fields can be read once and converted without old readers remaining on the live runtime path. - Unity runtime catalog smoke proves read-only catalog consumers can open the typed `.cc` store through `Aetheria.State.Unity` without `DatabaseEntry` or `LegacyCatalogCache`, including typed item masks, interior masks, and hardpoint definitions, plus typed behavior payloads. - Unity play smoke proves runtime UI reads from Eve surfaces and sends commands through the shared state service. - UI Toolkit lowering parity compares Aetheria surfaces against the Eve browser renderer for component tree, state bindings, command envelopes, disabled/stale states, and visible error surfaces. ## Immediate Cut Line Do not bump Newtonsoft as the fix. That keeps the wrong organ alive with newer paint on it. The first implementation cut should create the modern typed state spine and a legacy quarantine. After that, every RethinkDB/Newtonsoft/JsonKnownTypes removal has somewhere clean to land, and every old path can be judged by whether it still owns behavior.