Aetheria/docs/aetheria-verse-client-contract.md
2026-06-27 13:55:00 +01:00

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Aetheria Verse Client Contract

Aetheria clients should enter the runtime through CultMesh typed state, not through daemon internals. The daemon owns simulation authority and publishes daemon state as Verse records. Unity, tools, test harnesses, and later non-Unity clients open the same state store with the same runtime document registry and read/write typed documents through CultNet.

The ergonomic contract is stricter than "typed records are available somewhere." A client must be able to ask CultMesh for the domain state it wants in one semantic call and receive a typed reactive document, collection, query result, operation handle, or native view. The caller should not manually walk through daemon frames, projected rows, record keys, schema slots, state refs, renderer-local facade indexes, or transport route decisions to reconstruct one gameplay value.

The shared entrypoint is AetheriaRuntimeVerseClient in the runtime state package. It opens a local CultMeshNode with the runtime-only Aetheria contract registry and exposes:

  • current typed reads for provider advertisement, health, command boundary, latest daemon frame, latest SoA view, and daemon game/editor Eve surfaces;
  • reactive watches via WatchRecord<T>(), including WatchLatestFrames() and WatchLatestSoaViews(), plus daemon GUI/TUI surface watches;
  • CultMeshMutableStatePointer<T> handles for transparent reactive POCO presentation, including read, watch, and replace through shared CultMesh Verse context semantics;
  • typed daemon and Eve command submission through the same command record keys used by the daemon.

This is the baseline local-record shape:

using var client = await AetheriaRuntimeVerseClient.OpenAsync(
    statePath,
    runtimeId: "unity-render-client");

using var frames = client.WatchLatestFrames().Subscribe(change =>
{
    var frame = change.Document;
    if (frame == null)
        return;

    // Feed presentation jobs from the authoritative daemon frame.
});

var soa = await client.GetLatestSoaViewAsync();

That baseline is not the desired presentation API for gameplay state. Unity menus, HUDs, renderers, RTS panels, and tools should move toward semantic handles:

using var verse = await AetheriaRuntimeVerseClient.OpenAsync(statePath, "tool-client");
var aetheria = verse.Aetheria();

using var inventory = aetheria.Current.Inventory.Watch(RenderInventory);
using var docking = aetheria.Current.Docking.Watch(RenderDocking);
using var dockingBay = aetheria.Current.DockingBay.Watch(RenderDockingBay);

var stationRefit = await aetheria.Station.Refit.LatestAsync();
var visibleObjects = await aetheria.Zone(currentZoneId)
    .Objects
    .VisibleToCurrentPlayer()
    .Within(cameraRect)
    .LatestAsync();

The implementation behind those handles may read a local CultCache record, execute a derived query against the latest daemon frame, subscribe to a remote Verse, bind an Eve state pointer, or expose a native slab view. That decision is CultMesh infrastructure. The caller gets a typed domain value and diagnostics when it asks for them.

Unity should treat the client as its Aetheria-facing runtime surface. It can still use Burst, DOTS rendering, and native views for presentation, but the state authority boundary is the typed CultMesh contract. No Unity-facing code should reach for string command names, mutable payload dictionaries, local simulation ticks, or daemon implementation classes.

No Unity-facing code should reconstruct state by joining Current*Async(), StationRefitAsync(), raw frame projections, typed rows, record keys, and AetheriaUnityObservedFacadeIndex. Renderer-local facades are temporary presentation caches, not gameplay-state accessors. If the caller wants current docking bay, target details, station stock, current inventory, or zone contacts, the public API should expose that as a typed CultMesh handle directly.

Embedded Host Option

Running an embeddable daemon core in Unity remains a deployment option, but it does not change the client contract. Even in-process hosting should publish and consume the same typed records so that the Unity renderer, a standalone daemon, and another client all agree on schema and semantics.

The alternative idea of "Unity runs CultMesh using the same state assembly, but not the daemon assembly" is exactly what this contract supports. The Unity side references the runtime state package, opens AetheriaRuntimeVerseClient, and uses CultMesh reactive wrappers to observe daemon state as if it were native state. AetheriaRuntimeVerseClient.Aetheria() now exposes the first shared C# domain facade for projected current/station/zone documents, and AetheriaClient delegates to that same facade instead of owning a private projection wrapper.

Eve Surface Boundary

The daemon already publishes game and editor Eve surface records at these keys:

  • eve:surface:aetheria.daemon.game
  • eve:surface:aetheria.daemon.game.tui
  • eve:surface:aetheria.daemon.editor
  • eve:surface:aetheria.daemon.editor.tui

AetheriaRuntimeVerseRecordKeys exposes those keys and AetheriaRuntimeVerseClient exposes typed reads, mutable state pointers, and WatchRecord<EveSurfaceState>() subscriptions for all four. The EveSurfaceState document contract lives in the shared runtime package so a Unity client, terminal client, daemon inspector, or later non-C# runtime binding can lower the same published UI surface. The existing Eve Unity runtime host can keep resolving Aetheria state refs automatically; it should consume those refs as part of lowering the shared surface, not as a separate authority path.