# Aetheria Developer Navigation Date: 2026-06-25 This is the handoff map for working in the post-migration Aetheria tree. It is written for someone who already knows original Aetheria and needs to understand what changed, where the new seams are, and how to keep moving without being ambushed by half-finished architecture. The short version: Unity is being reduced to a renderer, input surface, and editor environment. Durable game state and portable gameplay facts now live in typed CultCache/CultNet/CultMesh records under `Aetheria.State`. The daemon is the authority over canonical shared documents, not a private truth source that exports a second client copy. Unity and the Electron RTS client are clients of the same typed Verse state. ## Start Here Read these in this order: 1. `docs/developer-navigation.md` You are here. This is the repo map and daily working guide. 2. `docs/aetheria-current-codebase-model.md` Control-flow model of the codebase before the latest Stage 7 work. Some names have moved, but it is still the best broad map. 3. `Aetheria.State/docs/stage-7-thin-client-staged-implementation-plan.md` The staged migration plan. Use this when deciding what to build next. 4. `Aetheria.State/docs/stage-7-client-surface-inventory.md` Surface inventory and edit queue for Unity/Electron/client boundaries. 5. `docs/aetheria-verse-client-contract.md` Intended client contract: use typed Verse state, not daemon internals. 6. `docs/cultmesh-feature-implementation-guide.md` Step-by-step guide for adding canonical typed state once, letting daemon authority own mutation, and consuming/interacting with the same document from Unity and other clients. 7. `Aetheria.State/docs/verse-authority-implementation-plan.md` Authority and Starbridge staged implementation map. Longer background/reference docs: - `docs/aetheria-perfect-machine-map.md` - `Aetheria.State/docs/verse-daemon-shape.md` - `Aetheria.State/docs/verse-authority-policy.md` - `Aetheria.State/docs/cultmesh-cross-runtime-primitives.md` - `Aetheria.State/docs/cultmesh-ergonomics-staged-migration-plan.md` - `Aetheria.State/docs/daemon-code-map-for-rust-port.md` - `Aetheria.State/docs/rust-rebuild-freeze-checklist.md` ## What Changed Original Aetheria had a lot of live gameplay state flowing through Unity object graphs: `ActionGameManager`, `Zone`, `Entity`, behavior instances, Unity UI panels, save files, catalog DTOs, and renderer caches all knew more than they should. The current migration is moving toward this shape: ```text client input -> typed client facade -> typed command document -> local Verse node -> daemon command gate -> simulation -> typed daemon frame/fact documents -> local Verse replica -> typed projection or native SoA view -> Unity/Electron rendering and UI ``` The important shift is not "Unity talks to a daemon over a side channel." The important shift is "every runtime is a CultMesh participant reading and writing typed Verse state." ## Main Projects `Aetheria.State` Durable typed state and shared runtime contract. This is the center of the new world. It owns document types, schema registration, state mapping, Eve command bridges, provider advertisement, player settings, loadout templates, trade policy, Verse target state, and several projection helpers. `Aetheria.State.Daemon` The local daemon process. It opens the state node, starts CultMesh, accepts Eve and daemon command documents, ticks the authoritative run state, and republishes daemon frame/SoA/health/provider/surface records. `Packages/org.gamecult.aetheria.state/Runtime` The Unity-embeddable runtime state package. Unity, tests, daemon, and Electron binding generation all depend on this contract. This package contains the shared C# client facade (`AetheriaClient`, `AetheriaControl`, `AetheriaUi`), daemon command documents, RTS/current-entity projections, Starbridge documents, authority policy, SoA documents, Eve surface builders, and runtime catalog snapshots. `Assets/Scripts` Unity client, legacy simulation shell, UI, renderer, and migration adapters. This is no longer supposed to be the source of portable gameplay truth. Much of it still exists as a presentation adapter over old object shapes while the daemon contract fills in. `Aetheria.Rts.Web` Electron RTS client. It is intentionally thin: browser UI plus Electron CultMesh/Verse access, local projection reads, and typed operation helpers. Generated TypeScript bindings live in `Aetheria.Rts.Web/Electron/aetheria-rts-generated-bindings.ts` and are derived from C# `[Key]` declarations. `Aetheria.State.Verify` The fence. If a migration rule matters, this project should enforce it. Whenever you delete a bad path or promote a new typed surface, add a verifier assertion so the old path does not grow back. `Aetheria.State.AuthoritySmoke` Smoke coverage for authority/session behavior. This is a good "does the co-op/authority spine still breathe?" check. `Aetheria.State.Freeze` Documentation/freeze support for the C# API/Rust-port discussion. The Rust rebuild is shelved for MVP purposes, but the mapping is useful context. ## Daily Commands Run these from repo root unless noted. Core verifier: ```powershell dotnet run --project .\Aetheria.State.Verify\Aetheria.State.Verify.csproj ``` Unity/runtime compile: ```powershell dotnet build .\GameCult.Aetheria.State.Unity.csproj --no-restore -v:minimal ``` Replica compile: ```powershell dotnet build .\Aetheria.State.Replica\Aetheria.State.Replica.csproj --no-restore -v:minimal ``` Authority smoke: ```powershell dotnet run --project .\Aetheria.State.AuthoritySmoke\Aetheria.State.AuthoritySmoke.csproj ``` Stage 7 Unity parity: ```powershell .\Aetheria.State\scripts\verify-stage7d-unity-parity.ps1 ``` RTS/Electron contract checks: ```powershell cd .\Aetheria.Rts.Web npm run check:rts-bindings npm run verify:stage7c:electron ``` Regenerate RTS bindings after changing C# `[MessagePackObject]` or `[Key]` contracts consumed by Electron: ```powershell cd .\Aetheria.Rts.Web npm run generate:rts-bindings ``` Expected recurring warnings: - `System.Numerics.Vectors` version conflict from Unity/Brokkr reference overlap. This is noisy but currently non-fatal. - Nullable warnings in some runtime surface builders. They are not new proof of failure unless they become errors or touch code you are actively changing. ## Current Mental Model ### State Owner Typed CultCache/CultNet/CultMesh documents are the state owner. For normal gameplay features, define one canonical shared document and let authority policy decide who may write or predict it. Do not create "daemon truth" plus a separate client-facing copy unless the second document is intentionally filtered, aggregated, windowed, lossy, SoA/native, or a named compatibility bridge. The primary world file is: ```text GameData/aetheria-world.cc ``` Local client target state also exists so Unity can resolve which Verse to open. Do not resurrect ad-hoc local files for gameplay state, loadouts, player settings, command ports, or viewport payload passing. ### Daemon Owner `Aetheria.State.Daemon/Program.cs` is the process entry. The important runtime tick boundary is in: ```text Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonTickRunner.cs ``` Command application is in: ```text Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonOperations.cs ``` ### Client Facade Use `AetheriaClient` first: ```text Packages/org.gamecult.aetheria.state/Runtime/AetheriaClient.cs ``` It exposes generic managed document reads such as `State.Latest()` and `State.Reactive()`, parameterized handles for viewport/detail documents, Starbridge seat handles, typed controls through `AetheriaControl`, and typed UI surface helpers through `AetheriaUi`. If a Unity panel or Electron surface needs a fact, prefer the generic managed document call first. Add a named facade only when it carries semantic identity, parameters, operation policy, or a distinct derived/native shape. Avoid handing callers raw daemon frames unless the caller is a transitional projection layer. ### Unity Shell Unity should do: - input capture; - camera and presentation; - UI lowering; - local view caches; - Burst/DOTS/native rendering eventually; - editor affordances. Unity should not do: - portable gameplay authority; - server-authoritative simulation ticks; - trade pricing truth; - persistent loadout/player settings truth; - stringly public command APIs; - ad-hoc queues or buses as gameplay boundaries; - Unity physics authority. `ActionGameManager` is now a shell and compatibility adapter. It is still big, but it is no longer the place to add new portable gameplay state. ### Electron RTS Client The RTS client should have the same shape as Unity: - local typed Verse/CultMesh access; - typed viewport/object/gravity/current selection reads; - typed command operations; - no bespoke gameplay rules except UI presentation and input behavior. Do not add gameplay-only truth to `Aetheria.Rts.Web/Client/app.ts`. If it looks like a simulation rule, it belongs in the daemon/state layer. ## Important Files By Task Add or inspect a typed runtime document: - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonDocuments.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeSnapshotDocuments.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeRtsViewportDocuments.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeStarbridgeDocuments.cs` - `Aetheria.State/AetheriaDocumentRegistry.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeVerseClient.cs` Add or inspect a daemon command: - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonDocuments.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonOperationClient.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonOperationsClient.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaControl.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonOperations.cs` - `Aetheria.State.Verify/Program.cs` Add a client projection: - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeRtsProjection.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaClient.cs` - `Aetheria.Rts.Web/Electron/aetheria-rts-local-projection.ts` - `Aetheria.Rts.Web/Electron/aetheria-rts-generated-bindings.ts` - `Aetheria.State.Verify/Program.cs` Work on Unity thin-client migration: - `Assets/Scripts/Gameplay/AetheriaDaemonObserver.cs` - `Assets/Scripts/Gameplay/AetheriaUnityGameplayBootShell.cs` - `Assets/Scripts/Gameplay/AetheriaUnityGameplayInputShell.cs` - `Assets/Scripts/Gameplay/AetheriaUnityObservedFrameApplier.cs` - `Assets/Scripts/Gameplay/AetheriaUnityObservedFacadeProjector.cs` - `Assets/Scripts/Gameplay/AetheriaUnityCurrentEntityBinder.cs` - `Assets/Scripts/Gameplay/AetheriaUnityTargetPresentation.cs` - `Assets/Scripts/UI/Menu/*.cs` - `Assets/Scripts/UI/HUD/SchematicDisplay.cs` - `Assets/Scripts/Zone Display/ZoneRenderer.cs` Work on Eve/CultUI surfaces: - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeEveSurfaceState.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeEveSurfaceAdapter.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeEveCommandClient.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntime*SurfaceBuilder.cs` - `Packages/org.gamecult.aetheria.eve-runtime/Runtime/AetheriaEveSurfacePresenter.cs` - `Packages/org.gamecult.aetheria.eve-runtime/Runtime/AetheriaEveUnitySurfaceHost.cs` Work on RTS/Electron: - `Aetheria.Rts.Web/Client/app.ts` - `Aetheria.Rts.Web/Client/aetheria-rts-contract.ts` - `Aetheria.Rts.Web/Electron/main.ts` - `Aetheria.Rts.Web/Electron/preload.cjs` - `Aetheria.Rts.Web/Electron/aetheria-cultmesh.ts` - `Aetheria.Rts.Web/Electron/aetheria-rts-bindings.ts` - `Aetheria.Rts.Web/Electron/aetheria-rts-local-projection.ts` - `Aetheria.Rts.Web/scripts/generate-rts-bindings.mjs` Work on native/SoA render path: - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonSoaDocuments.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonSoaFramePublisher.cs` - `Packages/org.gamecult.aetheria.state/Runtime/AetheriaRuntimeDaemonSoaViewIndex.cs` - `Assets/Scripts/Gameplay/AetheriaDaemonRenderNativeView.cs` - `Assets/Scripts/Gameplay/AetheriaDaemonRenderBuffer.cs` - `Assets/Scripts/Gameplay/AetheriaDaemonRenderMatrixJob.cs` - `Assets/Scripts/Gameplay/AetheriaDaemonRenderGroupMatrixJob.cs` Work on Ymir/physics: - `Assets/Scripts/Gameplay/Physics/AetheriaYmirPhysicsBridge.cs` - `Assets/Scripts/Gameplay/Weapons/*Manager.cs` - `Assets/Scripts/Gameplay/Weapons/*Projectile*.cs` - CultMath/Ymir code may live outside this repo; verify paths before editing. ## Migration Rules 1. Public client APIs must be typed. No public `Apply(command, payload)`, string command names, or raw payload dictionaries. 2. If Unity needs a gameplay fact, ask whether Electron/RTS would need the same fact. If yes, promote it into `Aetheria.State` and read it through `AetheriaClient`. 3. If a fact is needed every frame, prefer a typed projection or SoA/native view. Do not make Unity crawl a whole daemon frame in a hot path unless the code is explicitly transitional and fenced by the verifier. 4. Add verifier coverage when deleting or replacing authority paths. `Aetheria.State.Verify` and `verify-stage7d-unity-parity.ps1` are not busy work; they are the migration memory. 5. Keep Electron thin. RTS UI may select, display, and submit typed operations. It should not invent enemy AI, movement rules, trade rules, station rules, or combat rules. 6. Keep Unity honest. Unity may adapt old facade objects for presentation until Stage 8 finishes, but new state truth belongs in typed documents. 7. Do not preserve legacy shape for its own sake. Git preserves history. The migration should delete dead shims when the typed replacement exists and tests prove it. 8. Treat facade/projector/adapter/surface-builder chains as a design failure. One adapter at a true boundary is fine. Stacked translation layers used to recover one typed value mean the code is missing a CultMesh primitive, generated handle, canonical document, query, operation, pointer, or native view. ## Known Transitional Debt These are not surprises; they are known pressure points. - `ActionGameManager` still exists and is still too large. It has been reduced, but it remains a compatibility shell around input, scene wiring, and legacy presentation. - Unity `Entity`, `Zone`, and behavior objects still exist as presentation and compatibility adapters. Do not treat them as the final state authority. - `ZoneRenderer` still has persistent presentation caches. Stage 8 should keep crushing it down toward per-frame query/native rendering. - Some command bodies are still a broad typed union document selected by `AetheriaRuntimeDaemonCommandKinds`. This is typed at the document boundary, but not as elegant as distinct operation bodies. - Some TypeScript generated binding metadata covers document slots better than nested ergonomic decode helpers. After C# contract changes, regenerate and check bindings. - The C# daemon is still the MVP path. The Rust rebuild notes are context, not the current target. - Physics is supposed to move to Ymir. Unity physics authority is forbidden, but some Unity-side presentation/bridge code still exists. ## How To Add A New Gameplay Surface Use this checklist before writing code: 1. Name the owner. Is this daemon state, client presentation, local input configuration, or editor-only tooling? 2. Define the typed shape. Add or extend a MessagePack/CultNet document in the runtime package. Use explicit `[Key]` slots and stable names. 3. Add the simplest access path. Prefer `AetheriaClient.State.Latest()` or `AetheriaClient.State.Reactive()` for canonical documents. Add a named handle only when type alone cannot identify the document, such as parameterized viewport/detail state or multiple documents sharing one CLR type. Use `AetheriaControl` or `AetheriaUi` for typed operations and UI commands. 4. Lower Unity and Electron through the same semantics. Unity and RTS do not need identical UI, but they should observe the same facts and submit the same operation when policy allows it. 5. Add or update generated TS bindings. Run `npm run generate:rts-bindings` from `Aetheria.Rts.Web` when contract slots change. 6. Fence the old path. Add checks to `Aetheria.State.Verify/Program.cs` or the Stage 7 parity script. 7. Run the relevant gates. At minimum: state verifier, Unity compile, parity script, and RTS binding check when TS-visible contracts changed. ## How To Find Things Fast Search for a typed schema: ```powershell rg -n "gamecult\.aetheria\..*\.v1|CultDocument|MessagePackObject" Aetheria.State Packages/org.gamecult.aetheria.state/Runtime ``` Search for Unity still touching manager/global state: ```powershell rg -n "ActionGameManager\.|RuntimeCatalog|RuntimePlayerSettings|TryGetObserved" Assets/Scripts -g "*.cs" ``` Search for stringly command smells: ```powershell rg -n "Apply\(command|payload|Dictionary managed CultMesh handle -> client presentation/input typed operation -> daemon authority -> same canonical document projection/native view -> only when the shape is intentionally different ``` If a path does not fit that shape, it is probably transitional debt or a bug.