232 KiB
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
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Aetheria.State.Daemonis the first-class local Verse daemon host. It opensAetheriaStateNodewith the CultMesh server enabled, servesAetheriaVerseDiscoveryHost, accepts typed Eve command documents, advances authoritative daemon frames throughAetheriaRuntimeDaemonTickRunner, and publishes provider advertisements, daemon health, command boundaries, and Eve GUI/TUI witness surfaces. Aetheria clients connect directly to the daemon's advertised CultMesh endpoint. Optional external indexes may ingest the provider advertisement, but they are not on the client, command, state, or cooperating-daemon path. The daemon owns provider state and surfaces; Unity and future clients lower or command that provider through CultMesh rather than becoming state owners. -
Unity client/runtime lives under
Assets/. Gameplay now opens the typed runtime catalog fromGameData/aetheria-world.ccand projects currentItemDataDTOs throughItemManagerover the typed runtime catalog snapshot.ActionGameManagerno longer owns or opens a legacy catalog cache.GameCult.Aetheria.State.Unity, the embedded Unity package underPackages/org.gamecult.aetheria.state, owns the Unity runtime path toGameData/aetheria-world.ccthroughAetheriaRuntimeStateBoundaryand owns the Unity boot-time state-file existence probe throughAetheriaRuntimeStateBoot.ActionGameManagerconsumes that package-owned boot report and throws ifaetheria-world.ccis missing before gameplay boot. When the typed state file exists,ActionGameManageropens a package-owned read-only runtime catalog snapshot from the.ccdirectory store before constructing the temporary legacyItemManager. Player settings, loadout edits, shutdown checkpoints, and wormhole transitions now flow as typed Eve or daemon command records observed by the Aetheria Verse daemon. Run checkpoint documents include the current zone plus its runtime entity snapshots.Aetheria.Stateowns publishing canonicalAetheriaPlayerSettings,AetheriaLoadoutTemplate,AetheriaRunState,AetheriaZoneState, andAetheriaEntitySnapshotdocuments throughAetheriaStateNode. The embedded Unity state package can also read typed run, zone, and entity snapshot documents back from the.ccstore as read-only runtime DTOs, including action-bar bindings, faction relationships, generation seed, zone entity/orbit/body references, entity session scalars, active consumables, behavior progress, weapon state, behavior state, and stat-grid rows. Local run saves, loadouts, player settings files, zone files, and generated keyboard layout caches no longer write bespoke durable files. The legacyRuntimePlayerSettingsruntime object is no longer named or decorated as a MessagePack persistence shape.Aetheria.State.Daemonnow observes typed daemon and Eve command records from the Aetheria state graph, accepts them through the provider-owned command bridge, and publishes canonical typed state while hosting the CultMesh state node. The standaloneAetheria.State.DrainCommandsapplicator is deleted so command acceptance remains daemon behavior. -
Shared item domain state is now built around typed item-key references, typed runtime catalog rows, direct
RuntimeBehaviorDefinitionbehavior construction, and runtime geometry/stat primitives. The oldItemDataDTO hierarchy is deleted from live Unity source. Dead user-record and galaxy-map-layer catalog roots have been deleted, and surviving runtime DTOs no longer carry legacy catalog group/table annotations. Newtonsoft, JsonKnownTypes, RethinkDB, LiteNetLib client transport, and the brokenEconomy.Sharedwrapper have been removed from live source. The staleStrategyGameManager.csbakbackup file and unused Unity asset MessagePack formatter classes have also been deleted, so the remaining directMessagePackSerializercalls are no longer present in live gameplay source; renderer/client code now observes typed.ccstate records and sends typed command records through CultNet/CultMesh boundaries. -
Local legacy catalog data remains in
GameData/AetherDB.msgpackandGameData/NameFile/*.msgpackas migration inputs only. Unity gameplay no longer opens those MessagePack files at runtime. The oldPlayerSettings.msgpack,.loadout,.zone, andGameData/KeyboardLayouts/*.msgpackauthority paths are disabled or deleted. The oldSavedGame/SavedZoneDTOs andGalaxysave-loader constructor are deleted. The deadSavedStoryJSON DTO is deleted. The unused Unity Localization package and imported Google Sheets localization sample have also been deleted, removing the transitive Unity Newtonsoft package from the manifest/lock. Unity's built-injsonserializemodule and generated InputSystem JSON remain engine/package boundaries, not Aetheria state.ZoneConstructionBlueprint, body/orbit zone runtime data, item-instance runtime data,Ship, andEntitySettingsremain as runtime construction/loadout/session projections, but no longer use save-file or serializer vocabulary or declare themselves as MessagePack persistence documents. -
Aetheria.Statenow expandsAetheriaPlayerSettingsbeyond an active-run pointer into the typed Verse replacement forPlayerSettings.msgpack: player name, tutorial flag, story-file hash cursors, gameplay formatting, graphics preferences, input binding overrides, and action-bar inputs. Unity's menu and input screens route edits through named typed Eve commands accepted by the daemon, which updates the sessionRuntimePlayerSettingsprojection as a read model. The in-memory projection is not portable state authority. Aetheria has its own remapping UI that calls Unity's InputSystem at the binding/action layer; Unity's generatedAetheriaInputclass is the edge consumer of typed binding overrides, not the durable owner. The runtime Eve input screen now owns low-level rebinding and action-bar input toggles, routing them through named runtime input commit methods instead of writing the input collections directly. The action bar also uses typed runtime catalog category rows to reject non-consumable inventory drops and creates consumable bindings around typed catalog rows. Weapon groups publish the fossil press/release lifecycle as genericbutton-hold.v1values routed to the daemon-ownedSetWeaponGroupActivecommand. The entity snapshot owns the reconnectable active-group latch: a press edge pulses ordinary instant/charged weapons once, authoredAutoWeaponpayloads retrigger on the fixed step after their cooldown completes while the latch remains held, and constant weapons remain selected until the release command clears the latch. AutoWeapon retriggering consumes the same lock, ammo, energy, heat, wear, visibility, shot, and damage path as its first press; it is not a second combat authority. Generic clients send transitions, not frame-frequency keepalive commands.FireWeaponGroupremains a one-shot compatibility operation for autonomous agents and command buttons but is not the public binding contract. The provider input capability derives equipment controls from exact installed payload indices:SwitchandTriggerpublish genericbutton-hold.v1values, while adjustableThermotogglepublishes ascalar.v1Kelvin target with the daemon-owned current value. Fixed and non-interactive behaviors publish no counterfeit action; offline equipment retains stable action identity but is unavailable. Generic Eve requests for every value operation translates into its typed daemon command. The capability identifies provideraetheria;aetheria.daemon.commandsremains only the operation boundary and cannot replace provider identity. Missing typed rows are rejected for consumable binding instead of falling through to legacy DTO classification. Slot-binding drag/drop now routes through typed daemon operations, and rebuilt current-entity binds come from typed action-bar descriptor rows instead of stale slot-localEntityreferences.AetheriaRuntimeConsumableSimulationis the sole live owner of consumable activation and lifetime. It resolves semantic activation intents against the typed catalog and the actor's concrete cargo, atomically removes one unit, preserves that instance's quality, applies authored stackability, and creates the canonical active-effect row. Daemon simulation time ages and expires those rows and publishes lifecycle/refusal facts. Input capability projection derives only currently activatable consumable actions from this state; Unity's restoredConsumableItemEffectand action-bar fill are read models and cannot consume cargo or advance timers. Active effects execute their typed payload array in authored order after capacitor/reactor tick initialization.EnergyDrawdelegates to the shared energy ledger andItemUsagedelegates to the shared cargo transaction; a failed or unsupported payload stops every later payload and publishes the exact behavior index and reason. Consumable performance stats preserve the fossil's lifetime-effectiveness and quality weighting. ConsumableHeatremains a successful no-op because the fossil explicitly added heat only to equipped items; changing that balance requires an explicit design decision. Consumable activation, active-duration fill, runtime duration, and effectiveness curves now use typed item rows with neutral defaults for missing optional facets. Gear action-bar bindings read custom icon resource paths from typed item rows, then use typed weapon and hardpoint facets for fallback icon selection, and finally fall back to a generic tool icon when typed facets are incomplete. The current legacy catalog has zero populated custom action-bar icon paths, but the typed field is present and owns that surface when data appears.Every active effect owns a stable daemon
EffectId; each authored payload owns a stableBehaviorIdand nested scalar state beneath that effect. Array position is execution order, never identity.Cooldownfollows the fossil's update-before-chain semantics: every cooldown ages before ordered execution, readiness is strictly below zero, successful execution resets it to one, and an earlier failed behavior cannot freeze it. Unity reconciles active-effect presentation objects byEffectIdand removes absent effects. It does not restore active-consumable behavior state through the flattened equipment behavior table and cannot become a second cooldown owner. Player camera articulation grouping now classifies equipped non-launcher weapons through typed behavior kind rows instead of inspecting runtime behavior config classes. Unity boot reads typed player settings back through the package-owned CultCache reader before falling back to defaults. The main-menu settings navigation and input subpages now lower through local Eve/UI Toolkit surfaces instead of repopulating the oldPropertiesPanelbutton shell, and the input page delegates to the live runtime remap screen when that owner exists. The fake audio page has been deleted until audio has a typed owner. Sector-map zone inspection now lowers through a local Eve/UI Toolkit surface as well instead of rebuildingPropertiesPanelrows on each zone click. The runtime in-game menu tab strip now lowers through a local Eve/UI Toolkit surface, withMenuPanelserializing tab metadata directly instead of routing authority through oldMenuTabButtoncomponents. Inventory background ship tuning now lowers through a local Eve/UI Toolkit surface instead of rebuilding aPropertiesPanelfloat field. The dead genericPropertiesPanel/DropdownMenushell is now deleted from the main menu, trade, inventory, and map serialized assets instead of lingering as inert prefab ballast. Trade target-cargo selection now lowers through a local Eve/UI Toolkit surface instead of rebuilding aContextMenuoption list. Inventory entity/bay/loadout dropdown navigation now lowers through a local Eve/UI Toolkit surface instead of rebuilding nestedContextMenudropdowns/options. Trade filter selection and simple-commodity buy-quantity entry now lower through local Eve/UI Toolkit surfaces instead of rebuildingContextMenudropdowns/options inTradeMenu. Trade typed-item inspection now lowers through a local Eve/UI Toolkit surface instead of routing spreadsheet row clicks intoPropertiesPanel.Inspect. Inventory cargo-item inspection now lowers through a local Eve/UI Toolkit surface instead of routing cargo clicks intoPropertiesPanel.Inspect. Inventory equipped-item inspection now also lowers through a local Eve/UI Toolkit surface, withInventoryMenuowning weapon-group toggles, action-bar group binding, override shutdown, and thermotoggle target temperature controls directly instead of routing them throughPropertiesPanel. -
Main-menu level presentation is now authored as a field-oriented Eve/CultUI surface, not as a renderer-owned Aetheria special case. The provider publishes
field.surface2dwith embedded document slots forgravity.height,nebula.tint, and object rows.gravity.heightis a 2D scalar field; isolines are one declared visualizer, alongside other possible scalar visualizers such as shaded height and probes.nebula.tintis a 2D vector/color field accumulated from render splats as color times the PowerPulse window. The browser lowerer and the Unity client should both lower this same field surface. Unity's currentZoneRenderer,PowerBrush, andZone.GetHeightbehavior are parity evidence for the new Eve field renderer, not a permanent side path. Object and body icon selection is provider-owned too:AetheriaRuntimeViewportObject.IconAssetandAetheriaRuntimeBodyView.IconAssetcarry the CultMesh CDN asset refs. A lowering target may draw the advertised asset or expose the missing provider data, but it must not synthesize icons, glow, asset paths, gravity fields, or backdrop noise as renderer-local compensation. -
The combat schematic HUD uses typed runtime catalog weapon facets for its static weapon icon strip; missing typed weapon facets no longer fall back to legacy
WeaponItemData. Schematic weapon-row selection now uses typed behavior-kind rows instead of inspecting runtime behavior config classes; live weapon behavior instances still own ammo, cooldown, and active firing values until those session facts have typed runtime surfaces. Hull and item durability percentages use typed max durability only; incomplete typed rows use current runtime durability as the generic denominator instead of falling back to legacyItemData.Durability. Target HUD hitpoint fill also reads target hull max durability from the typed runtime hull row instead ofEquippedHull.Data.Durability. Gear heat-fill ranges in the schematic HUD also read typed catalog thermal bounds; rows without typed thermal bounds use a neutral current-temperature range instead of hydrating legacyItemData. Ship thruster VFX emission scaling also uses typed max durability only. Runtime weapon behavior still owns ammo counts, active range, cooldowns, temperature, and current durability values until those session facts have typed runtime surfaces. -
Aetheria.Statenow exposes typed node put/get ports for run state, zone state, and entity snapshots. The state smoke writes a run referencing a zone, a zone referencing an entity snapshot, and an entity snapshot carrying generation seed, position, direction, faction, hull, equipment slots, weapon groups, and a stat grid. This proves the.zonereplacement graph is durable typed state. Unity now queues current-zone/current-entity-collection snapshots, current action-bar bindings, and current faction relationship rows through the runtime commit log during run checkpoints;ZoneConstructionBlueprintandEntityConstructionBlueprintremain one-shot construction/loadout projections rather than durable file formats. Runtime blueprints no longer capture or restore live temperature, armor, max-armor, or hull-conductivity grids; those grids are typed checkpoint state, not loadout/construction template state. Blueprint price aggregation uses typed runtime item prices throughItemManagerinstead of hydratingHullData.ShapeorItemData.Price. Runtime blueprints no longer capture or restore behavior-privatePersistentBehaviorDatablobs; that dead save-shape hook and itsIPersistentBehaviorinterface are deleted. -
Galaxy generation now exposes the actual nonzero seed used to create topology. The main menu passes explicit seeds into normal and tutorial galaxy construction, and run checkpoints persist that seed into
AetheriaRunState. Current-zone snapshot restore must attach to a regenerated galaxy with the same seed; restoring zone indices against a fresh random galaxy is forbidden split-brain state, not a Continue feature. -
Run checkpoint zone snapshots include typed orbit and body rows. Orbit IDs, parent IDs, distance, phase, fixed positions, body kind/name/orbit, resources, gravity/body multipliers, asteroid belt entries, and gas/sun visual parameters now survive through the typed pending commit lane into
AetheriaZoneState. Asteroid belt runtime damage, respawn timers, and miner accumulators also persist on typed asteroid rows.ZoneConstructionBlueprintfeeds one-shot generated geometry intoZone; live zone radius/mass/orbit/body reads come from runtime wrappers and typed checkpoint projection rather than a retained construction payload. -
Run checkpoint entity snapshots include typed simulation stat grids for temperature, thermal mass, armor, max armor, and hull-conductivity axes. They also carry public runtime session state: velocity, target entity reference, active flag, heatsink toggle, shutdown override, tractor power, heatstroke/hypothermia accumulators, aggregate visibility/source-count state, contact rows for gathered information, hostility, and visible classification, and active consumable item/timer rows. Entity equipment, cargo-bay, and docking-bay slot rows preserve item-instance facts needed for restore: item key, quality, durability, quantity, and enabled state. Those facts are no longer discarded when pending checkpoint commands become canonical
AetheriaEntitySnapshotdocuments or package readback DTOs. Cargo bay contents, docking bay contents, and docking bay child assignments also persist as typed snapshot rows, so inventories and docked-child placement do not need a bespoke.zoneor runtime-blueprint save payload. Equipped-item and active-consumable behaviors that intentionally exposeIProgressBehaviornow publish typed progress rows keyed by owner kind, owner index, behavior index, behavior kind, and progress value. Weapon behaviors now also publish typed runtime rows for firing state, ammo, burst timing, cooldown progress, charged-weapon charging/charge state, constant-weapon reload/ammo-interval state, and lock-weapon lock progress plus target entity reference. Authored instant lock behavior evaluates every fixed daemon step whether or not that weapon currently owns a trigger or burst; trigger selection owns permission to fire, not permission for lock state to remain alive. Target changes, invalid targets, acquisition, and angular decay commit through the same lock-state path and append stableweapon.lock.started,weapon.lock.acquired, andweapon.lock.lostevents with prior/current progress. Eve projects those events generically while the continuous combat presentation remains the reticle's state owner. Sensor, radiator, reactor, and capacitor behaviors publish typed state rows for ping state, radiator temperature/throughput, reactor draw/load, and capacitor charge/capacity/efficiency. Aether drives publish typed axis, thrust, RPM, maximum RPM, and thrust-direction rows, so rotor simulation state is no longer trapped inside live behavior memory. Resource scanners publish target body id, asteroid index, scan timer, range, minimum density, and scan duration rows. Mining tools publish asteroid belt id, asteroid index, and evaluated range rows. Thrusters publish analog axis input, evaluated thrust, and torque rows. Shields publish evaluated efficiency and energy usage, velocity limiters publish evaluated limit, and thermotoggles publish their active target temperature. Switches publish activated state, triggers publish pending pulled state, and stat modifiers publish applied/executed flags plus target-stat count. Turret controllers publish initialized weapon count, shot speed, and predictive-aim flag. Continue restore lowers those typed weapon and behavior rows back into the live equipped-item and active-consumable behavior instances through narrow behavior-owned restore methods; construction/loadout blueprints do not own behavior replay. -
Behavior-chain and stat-modifier authority is daemon-owned. Typed behavior activation intents mutate only the addressed equipment
SwitchorTrigger; the daemon then executes each authored equipment group in stable payload order. A false switch or unpulled trigger stops that group, a trigger is consumed exactly once, and reachedStatModifierbehaviors commit applied state plus their live target count. Equipped modifiers apply in that same fixed step. Active-consumable modifiers retain the fossil's update-before- execute ordering and therefore apply one step after first execution. EveryAetheriaRuntimeEquippedBehavior.EvaluateStatcall derives constant and multiplier sources from the persisted snapshot, multiplies all multiplier values, sums all constants, and returnsbase * product + sum. There is no client modifier owner and no reconnect-time mutable modifier cache to double apply. Offline, disabled, or broken source equipment contributes nothing. The same executor owns the fossil common resource behaviors in authored group order.Cooldownpersists its normalized scalar and publishes generic behavior progress;EnergyDrawtransacts against the capacitor/reactor owner;Heatwrites the source equipment's thermal cells;ItemUsageremoves exactly one cargo item through the atomic cargo transaction; andWearapplies thermal simulation's computed wear pressure at its authored cadence. A refused cooldown, energy draw, or item use stops the group before downstream heat, wear, or modifiers. Thermal simulation computes wear but is no longer allowed to apply it merely because an item contains aWearpayload.Thermotoggleis another chain gate, not a renderer hint. New state seeds its target from authored field 1, evaluates the fossil(temperature < target) XOR highPasspredicate against source-equipment temperature, and stops its group when false. The target-temperature command mutates only an exact installedThermotogglewhose authored field 3 grants adjustment; non-finite values, wrong behavior indices, missing catalogs, and fixed thermostats fail closed. Eve receives the live target as ordinary behavior state and remains presentation-only. Each behavior row also records whether ordered execution reached it during the current fixed step. Specialized subsystem handlers consume that daemon fact instead of equating "installed and online" with "admitted by the chain".Thruster,AetherDrive, andRadiatorpause their authored group, report the fossilExecutereturn value from their owning simulation organ, and let the behavior owner resume the common tail at most once. A failed energy draw or idle thruster therefore cannot consume trailing wear. A closed thermostat makes its radiator unreachable; an admitted but unfunded radiator reports failure and also stops the tail. Radiator emissive cooling remains an always-update effect, matching the fossil independently of chain admission. -
Sensor contact information is daemon-owned. Each operational installed
Sensorbehavior executes the fossil information equation against target visibility, distance, observer-relative angle, its authored sensitivity curve, and fixed simulation time, then applies the authored information decay. Contacts become visible only when accumulated information crosses the provider-owned detection threshold. Entity kind is not an input. Cargo is not installed equipment. Hull-authoredSensorshardpoints own only the installation envelope; generated loadouts still choose compatible equipment through the ordinary footprint, faction, distance, and price rules. -
Active ping is the same behavior's actor-scoped daemon command path. The last operational installed sensor owns the request, energy gate, cooldown, expanding radius, and persistent set of already-crossed target indices. A target receives the fossil ping boost and named transient signature once per expansion crossing, including after reconnect; clients cannot replay the boost by resending or rehydrating a request. Manual and future autonomous pings must enter this same typed intent. The removed actorless ping flag and range-based perfect-information refresh are forbidden writers and no longer decide contacts.
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The daemon observation query owns docked sensor sharing. A docked controlled craft's effective contact picture merges its own contacts with the dock parent's contacts, retains the primary sensor source on every projected row, and resolves duplicate targets to the strongest gathered information. Eve contact documents and SoA render bodies consume this same query; runtime clients do not discover docking relationships or union sensor state.
EntityConstructionBlueprintstill exists for construction/loadout projection, but those live hull grids and session scalars are not blueprint fields and cannot be restored by the old blueprint projector path. -
Aetheria.Statenow definesAetheriaLoadoutTemplateas the typed Verse replacement for bespoke.loadoutfiles. It stores structured hull, equipment, cargo bay, docking bay, child-entity, assignment, and weapon-group state through record-key references and typed value slots instead of opaque runtime blueprint serialization. Unity's save/loadout UI now projects its in-memoryEntityConstructionBlueprintinto a typed Verse commit command, and gameplay boot reads typed loadout templates back fromaetheria-world.ccthroughAetheriaRuntimeCatalogStorebefore lowering them into runtime construction blueprints for the restore menu. The in-memory list remains a UI/session cache, not durable authority. -
ActionGameManageropensAetheriaRuntimeCatalogStoreoveraetheria-world.cc, hands the typed runtime catalog snapshot directly toItemManager, and gives it explicit item lookup authority. Item instances carryAetheriaRuntimeItemReference, a typed item key, not a process-global catalog resolver, hydrated projection cache, bare GUID owner, or durable item-data owner. The oldLegacyItemCatalogBoundary,LegacyItemCatalogCache, and runtime MessagePack deserializer path have been deleted. The oldDatabaseEntry/RuntimeCatalogEntry/RuntimeItemProjectionEntryidentity base has been deleted from live source, and the old genericDatabaseLink<T>/RuntimeCatalogLink<T>path has collapsed into the item-specific runtime reference. -
ItemManagerno longer exposes the raw runtime item catalog reader as public gameplay/UI API, and its oldGetData/Hydrateitem DTO projection path has been deleted.ItemManagerno longer routes through a duplicateAetheriaRuntimeItemCatalogcache; it reads typed item rows from the shared runtime catalog snapshot only. The temporary behavior config bridge has moved underItemManagerbehavior construction. The item properties UI no longer usesItemManagerfor manufacturer display; it resolves the manufacturer through the package-ownedActionGameManager.RuntimeCatalogtyped snapshot. Entity restore and loadout manufacturer-distance weighting no longer useItemManagerfor faction lookup; they resolve factions through theGalaxytyped corporation projection. There is no live console item-spawn command; future operator item actions should be typed command documents or Eve/CultUI commands, not in-client catalog hydration shortcuts.LoadoutGeneratoralso receives the typed runtime catalog and uses typed candidate-kind selectors for item selection and instantiation. Hull type, hardpoint type, shape fit, station bay fit, hull/category, and behavior-kind prefilters run against typed catalog rows.EquippedItemandConsumableItemEffectnow create behavior instances throughItemManager.CreateRuntimeBehaviors, which switches on stable typed behavior kind and constructs live behavior classes directly fromRuntimeBehaviorDefinition; layout metadata no longer selects or mutates runtime behavior configs.StatModifierrequirement and stat-target lookup now inspects the live equipped behavior instances and asks package-owned typed behavior metadata for kind/family matching, not a freshly rebuilt config list or a behavior-local class taxonomy. Live behaviors no longer expose their construction config object as a public runtime authority; stat targeting now crosses a behavior-owned stat lookup. The unusedTradeMenuDebugscript has been deleted instead of preserving an old uGUI debug path that turned typed trade rows back into legacyItemDataobjects. That hydration now comes from typed state, notAetherDB.msgpack. The surviving trade menu wraps rows in a typedTradeRow: name, mass, price, size, hardpoint type, commodity subtype, hull ownership, and behavior-kind filters read typed catalog rows before any legacy projection is hydrated. Active behavior filters store typed behavior kind keys and match typed behavior payloads through package-owned typed behavior metadata, including parent-kind matching for behavior families. PropertiesPanel and TradeMenu display metadata are now package-owned typed behavior metadata. The obsoleteRuntimeInspectableattribute has been deleted from behavior classes and fields. Dynamic behavior columns read typed behavior payload fields by legacy payload key instead of hydrating legacy behavior DTOs. Trade buy decisions for crafted price, ship-hull classification, simple commodity base price, and simple commodity stack size also read typed catalog rows; the existing inventory transfer and ship-construction paths still own the actual runtime mutation. The sector properties UI also resolves station/turret/ship counts only through typed hull classifications from the runtime catalog; missing typed hull rows no longer fall back to legacyHullData. Loot pickup presentation now uses typed catalog category/name rows to choose weapon-vs-gear pickup visuals and scan labels; missing typed rows degrade to generic unknown pickup presentation instead of falling back to legacy item projections. Zone entity scene instantiation also reads typed hull prefab paths and hull classifications from the runtime catalog; missing typed hull prefab rows fail loudly instead of asking legacyHullDatato choose the scene prefab. Entity scene instances use typed hull shape cells and typed hardpoint rows for collision damage masks and weapon-barrel presentation setup; behavior effect prefabs still come from behavior DTOs until behavior construction/execution moves to typed payloads. Inventory panel equipment-grid geometry, hull/interior cell drawing, temperature overlay masking, thermal edge toggles, and entity cell tinting now use typed hull shape/interior masks from the runtime catalog.EquippedCargoBaynow reads cargo interior shape, item fit shape, simple commodity max stack, cargo bay mass, and cargo bay thermal mass from typed runtime catalog rows;InventoryPanellowers cargo-grid display from that typedInteriorShape. Final equipment fit/equip acceptance also reads typed item shape, hardpoint type, hull shape, hull interior, hardpoint masks, cargo/docking categories, and mass/thermal mass from runtime catalog rows.Entity.MapEntity,Entity.UnoccupiedSpace, grid-offset placement, andEntity.UpdateTemperaturealso read typed hull shape/interior, hardpoints, base armor, mass, specific heat, and conductivity from runtime catalog rows. Entity construction now names entities from the typed hull row and no longer keeps aHullDataproperty just to preserve the old naming bridge.LoadoutGeneratorcandidate weighting, hardpoint/cargo/capacitor fit, selected-item reuse, and hull conductivity setup now use typed runtime catalog rows. Generated loadout item birth also uses a typed-row instance primitive, so selected catalog rows no longer hydrateEquippableItemDatajust to create equipment. Docking bay max ship size is imported as typed item state andEquippedDockingBay.MaxSizederives from the typed runtime catalog row.EquippedItem.InsetShapenow derives from typed hull/item shape rows.EquippedItemandConsumableItemEffectbehavior construction now read typed behavior payloads throughRuntimeBehaviorDefinitionbefore instantiating the current behavior classes. The old behavior config bridge is deleted; typed behavior kind and group flow directly into live behavior instances. BaseBehaviornow captures a runtime performance-stat table during construction and no longer retains the config object for later stat lookup. Heat, EnergyDraw, and Cooldown behavior instances now copy constructor stat/scalar inputs into explicit runtime fields and no longer retain their config subclasses after construction. Wear, Visibility, Reflector, VelocityLimit, VelocityConversion, and ItemUsage now follow the same rule for their constructor stat/key/scalar inputs. Capacitor, Shield, Thruster, MiningTool, ResourceScanner, Thermotoggle, Switch, HeatStorage, and Cockpit have also dropped runtime config retention; Thermotoggle adjustability is now owned by the live behavior instance. Reactor, Radiator, Sensor, and StatModifier now copy constructor performance stats, curves, flags, and target strings into explicit runtime fields instead of retaining config subclasses. AetherDrive now copies rotor geometry, performance stats, torque curve, audio parameters, and prefab path into explicit runtime fields. Weapon, InstantWeapon, ConstantWeapon, ChargedWeapon, and LockWeapon now copy constructor stats, curves, ammo/reload fields, guided projectile profile fields, burst/cooldown fields, charge multipliers, and lock parameters into runtime-owned fields. Behavior instances no longer retain construction config DTOs after construction. Cockpit, HeatStorage, Switch, Trigger, and TurretController read directly from typed runtime behavior definitions. Heat, EnergyDraw, Cooldown, Wear, Visibility, Reflector, VelocityLimit, VelocityConversion, and ItemUsage also bypass the temporary config bridge and read typed behavior fields throughRuntimeBehaviorDefinition; stat-bearing behaviors register their runtime performance stats explicitly forStatModifierrather than relying on config reflection. Capacitor, Shield, MiningTool, ResourceScanner, Thermotoggle, and Thruster now follow the same direct-definition path. Reactor, Radiator, Sensor, StatModifier, and AetherDrive also read typed payload fields throughRuntimeBehaviorDefinition; their live stat surfaces are registered explicitly rather than recovered through config reflection. Weapon, InstantWeapon, AutoWeapon, ConstantWeapon, ChargedWeapon, LockWeapon, Launcher, and GuidedWeapon payloads also construct directly fromRuntimeBehaviorDefinition; the oldRuntimeBehaviorConfig,BehaviorPayloadReader, and weapon*Configclasses are deleted from live source.StatModifierbehavior requirements and behavior-stat targets compare typed behavior kinds on the live equipped behavior instances throughAetheriaRuntimeBehaviorMetadataCataloginstead of scanning config subclasses, rebuilding temporary configs, or hydratingEquippableItemData.Behaviors.ConsumableItemDataandEquippableItemDatano longer expose legacyBehaviorslists at all. The old item-DTO stat branch was deleted after inspection showed no activePerformanceStatfields on the live equippable item DTO hierarchy. Ship drag, combat/turret shot prediction height, and thruster torque geometry now consume typed hull facets and typed shape masks. The item properties panel also reads typed catalog title names, descriptions, manufacturer, base mass, max durability, thermal bounds, and thermal performance curve keys for basic item presentation without hydrating legacy DTOs. Runtime behavior stat display reads typed behavior payload fields through package-owned typed behavior display metadata; stat modifier presentation checks the package-owned typedStatModifierkind instead of a legacy data class name. Damage-range payload selection is keyed by package-owned typed weapon behavior metadata; legacy behavior config ancestry is no longer a fallback for weapon payload selection. The old explicitInspect(ItemData)DTO inspection overload is deleted; trade row clicks now inspect the typed runtime catalog row directly. Incomplete typed thermal curve rows render a neutral fallback curve instead of hydrating legacyEquippableItemData. Inventory selection highlighting now uses typed item shape cells only for UI tint geometry; incomplete typed rows produce no selected-cell mask instead of falling back to legacyItemData.Shape. Inventory cargo cell tint now uses typed hardpoint facets only; incomplete typed rows receive the generic tint instead of falling back to legacyEquippableItemData.HardpointType. Inventory HUD durability tint uses typed max durability only, with current runtime durability as the generic denominator for incomplete typed rows.ItemManager.Evaluatealso uses typed runtime item max durability and item names when evaluating unequipped performance stats. Weapon group assignment and guided projectile diagnostics report names from equipped typed runtime rows instead ofItemData.Name.ItemManagertyped item instantiation primitives create simple commodities, crafted items, and equippable items from runtime catalog rows; old DTO-based item creation is gone from blueprint cloning.EquippedItemalso takes conductivity, max durability, thermal bounds, and thermal performance curve keys from the typed runtime item row for heat conduction, durability performance, thermal performance, and wear scaling. Thermal resilience is also typed and feeds wear scaling. Audio parameter stat bindings are typed item rows and feed equipped-item Wwise parameter updates; missing optional thermal/audio facets now degrade to neutral runtime defaults instead of hydrating legacy equippable DTOs. Consumable stackability, duration, and effectiveness curve slots are part of typed item rows, and action-bar consumable activation/fill now command typed item IDs. The current mapped legacy catalog has no consumable item rows, so consumable runtime behavior still needs future typed data coverage, but it no longer hydratesConsumableItemDataas a fallback. Inventory drag preview occupancy now projects typed item shape cells only into the localShapegrid, and final fit/equip acceptance shares the typed runtime catalog geometry path inEntity.ItemFitsandTryEquip. Action-bar gear slots now resolve custom icon resource paths from typed runtime item rows before falling back to typed weapon/hardpoint facets; legacyEquippableItemData.ActionBarIconis no longer a UI owner. -
Galaxygeneration no longer accepts a runtime item catalog reader orItemManager. Sector and tutorial generation receive the package-owned typed runtime catalog.Galaxyprojects typed corporation v2 records into temporary legacyFactionDTOs for the existing simulation shape, but allegiance edges are typed-key-only throughAllegianceByKey; the old GUID allegiance dictionary and GUID faction lookup helpers are deleted. Galaxy resolves full name arrays fromaetheria.name_file.v2records. The runtime no longer opens the oldGameData/NameFile/*.msgpackdirectory. -
Item instances carry
AetheriaRuntimeItemReference, a typed item key resolved byItemManageragainst the typed runtime item catalog projected fromaetheria-world.cc. Runtime item references no longer carry hydrated DTO projection caches or global link-resolution authority. MessagePack catalog construction no longer grabs global link-resolution authority, and the old genericRuntimeCatalogLink<T>abstraction is gone. -
Aetheria.State.Daemonstarts the modernAetheria.StateCultMesh node as the first-class Verse daemon and no longer shares authority with the old RethinkDB/LiteNetLib server. -
Aetheria.State.Importwrites 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 intoAetheria.State. A full import writes those documents into one monolithic, tracked.cc; ignored.cc.recordsdirectories are runtime materializations and cannot be required to open a fresh clone. The current checked-in catalog maps to 116 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, specific heat, conductivity, hull grid offset, hull armor, hull drag, hull towing flag, 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, full allegiance edges, and music bank IDs. Empty legacy GUID references are imported as absent links rather than asGuid.Emptycatalog IDs. Name-file documents are nowaetheria.name_file.v2records and carry both sample names for compact surfaces and the full legacy name array for futureGalaxy/Markov name generation cutover. Corporation documents are nowaetheria.corporation.v2records because runtime generation needs actual allegiance edges, not only a count.Aetheria.Statenow owns the canonical legacy-ID record key mapping for migrated item, corporation, and name-file documents. -
AetheriaCatalogSnapshotis the typed catalog read surface over materialized.ccrecords. It exposes trade-item, typed manufacturer/corporation/name-file key queries, corporation prefix queries, and legacy-ID migration lookup, plus equipment, hardpoint, and behavior queries without touching runtime projection DTOs. -
ItemManagercan now ask its typed runtime item reader for the owningAetheriaRuntimeCatalogItemrow by item ID. Its generic mass, thermal-mass, and crafted-price helpers read typed mass, specific heat, quantity, quality, and price rather than hydratingItemData; legacy projection hydration is still used for behavior construction and simulation surfaces that have not been rebuilt yet. -
The embedded
GameCult.Aetheria.State.Unitypackage now owns the Unity-visible immutable catalog read-model contract for trade/equipment/behavior/hardpoint/manufacturer/corporation/name queries, typed item shape masks, typed interior masks, hardpoints, and behavior payloads. It also owns a read-only Unity-compatible CultCache directory-store opener for the known Aetheria catalog schemas, so Unity runtime code can readaetheria-world.cccatalog records without runtime projection DTOs or a MessagePack catalog cache. The SDK-styleAetheria.State.Unityfacade includes that package source and owns the fullAetheria.Statemapper plus Eve surface read path for .NET smokes. Neither is a simulation owner and neither writes state.Aetheria.Shared.Unityreferences this package directly soGalaxycan consume typed corporation and name-file keys without loading legacyFactionorNameFiledocuments. The package also owns Unity's typed daemon/Eve command helpers for settings, loadout-template, and runtime requests. These helpers are transport-only: they cannot decide canonical state, and the Verse daemon accounts accepted command records after publishing typed documents. Run checkpoint documents now carry current-zone and entity snapshots so the old.zonefile path has a live typed runtime projection path. -
AetheriaRuntimeEveCommandsis the renderer-facing typed command helper. The internal Eve command path persists typedAetheriaRuntimeEveCommandDocumentrecords;AetheriaEveCommandBridgeconsumes the same shared document type, validates provider/surface/command authority, and deletes accounted command records. The Eve command lane is transport, not renderer-owned state. -
Aetheria.State.Daemonhosts the CultMesh Verse member and owns long-running Eve command acceptance for provider-owned surfaces.--onceruns one daemon tick for smoke/operator use without keeping the process alive. -
AetheriaEveCommandAcceptanceStatusand theaetheria.operationsEve surface publish Eve request acceptance health, observed depth, applied counts, failures, and timestamps as typed state. Console logs are notification-only. -
Daemon Verse/service identity now lives in typed
aetheria.verse_host_settings.v1, owned by the Aetheria daemon. Provider advertisement and operations telemetry project from that document, so public or private Verse exposure and seed-galaxy Verse routing no longer hide in hardcoded projector strings. -
AetheriaPlayerSettingsSurfaceProjectornow emits a provider-ownedaetheria.player_settingsEve surface from canonicalAetheriaPlayerSettingsstate. Gameplay and graphics settings are exposed as typed read models plus narrow typed command buttons, not renderer-local fields. -
AetheriaProviderAdvertisementProjectorpublishesgamecult.eve.provider_advertisement.v1for theaetheriaprovider, advertising the shared runtime Eve surface catalog, command boundaries, schemas, and.ccwitness path. Its Verse/service identity now comes from typed daemon host settings instead of hardcoded projector fields. This is the discovery map for Odin/Eve, not a health page. -
AetheriaRuntimeEveSurfaceCatalogis the single inventory of known Aetheria Eve panels. The daemon advertisement and Odin-facing provider advertisement both derive from it, so daemon GUI/TUI records, operator records, menu shells, inventory/trade panels, contextual inspectors, and designer previews are visible without making Unity or Electron the owner. -
AetheriaCatalogSurfaceProjectornow emits the first provider-owned Eve surface from typed catalog state. The importer materializes agamecult.eve.surface.v1catalog operator document ateve:surface:aetheria.catalog.operatorwith summary, trade-catalog, and corporation views. This is a typed CultCache surface document, not a renderer dashboard or JSON status card. -
The embedded Unity state package can now read
gamecult.eve.surfacerecords directly from the CultCache.ccstore into the shared Eve surface contract DTOs. This gives Unity the same provider-owned retained tree that the SDK-style state client reads, without JSON fixtures, HTTP dashboard summaries, or renderer-owned state. -
AetheriaEveSurfacePresenteris the first runtime UI Toolkit consumer of those typed surface documents. It owns mounting only: state file resolution, surface lookup, lowering, and command emission into a typed pending queue. Provider command acceptance belongs toAetheriaEveCommandBridge, which consumes typed Eve command documents from the CultCache/CultMesh state node. -
AetheriaEveRuntimeBootstrapmounts the first runtime Eve surface after scene load. The default surface isaetheria.operations, hosted in a runtime-createdUIDocument; environment variables or a command-line switch can redirect/disable the mount for diagnostics. Batchmode disables the bootstrap so verification runs do not create renderer state. -
GameData/aetheria-world.ccis now materialized from the importer as the self-contained project-local typed state file for the checked-in catalog. The importer stores relative provenance in the state document, not machine-local absolute paths. Unity resolves this path through the embeddedGameCult.Aetheria.State.Unityruntime package, not through the legacy catalog boundary. Unity also asks the package to inspect whether the typed state file exists during boot; the warning is notification-only and does not make legacy catalog data the typed state owner. Import rebuilds clear the generated.cc,.cc.records, and.cultmeshoutputs for the selected state path after capturing legacy inputs, then writes the release artifact with the monolithic store. Schema evolution can rematerialize typed state instead of being blocked by stale embedded schema catalogs. Mutable runtime nodes may materialize their private directory-store overlay after deployment; that overlay is never release authority.Aetheria.State.Verifycopies the tracked monolith into a fresh temporary directory before opening it and checks that migration ledger counts match actual typed catalog records, that name-file v2 records carry their full name arrays, 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.ccstore. 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, 18 weapon-facet item definitions, and 143 corporation allegiance edges. 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.ccis the repo Persona state witness. Aetheria is not registered as a VoidBot Discord identity yet, so mutations use the repo-localvoid-self-state.mjs apply-operationtyped boundary rather than the registered Face MCP path. -
The old IMGUI DB inspector has been deleted.
NameToolsstill clean/generate names, but it now uses a UI Toolkit editor shell, and the legacy NameFile.msgpackexport control has been deleted instead of leaving a warning-only writer stub. The remaining Unity helper files formerly underAssets/Scripts/CultCachenow live underAssets/Scripts/UnitySupportbecause they are color/curve helpers, not cache authority. -
Galaxy generation no longer reads legacy
FactionorNameFileentries throughItemManager; it requires the typed runtime catalog opened fromGameData/aetheria-world.cc. -
The dead Unity
NameFileprojection class has been deleted. Runtime name generation readsAetheriaRuntimeNameFilerecords from the typed catalog facade; legacyGameData/NameFile/*.msgpackremains migration input only. -
Pending Unity runtime commit envelopes now carry typed item keys only for loadout items, action-bar targets, body resources, entity hulls, and active consumables. The older
ItemDefinitionLegacyIdandHullItemDefinitionLegacyIdfields have been deleted from the pending commit contract; the applier no longer reconstructs item keys from legacy item GUIDs. Corporation legacy ID fallback fields are also deleted from runtime commit DTOs; current commands must publish typed faction keys directly. -
Entity restore and loadout manufacturer-distance weighting no longer read legacy
Factionentries throughItemManager; they useGalaxy.ResolveFactionover the typed corporation projection. -
The
givecommand no longer enumerates legacy item catalog entries; typed catalog selection owned the command match before the command was deleted. -
LoadoutGeneratorno longer enumerates legacy item catalog entries for its candidate pool; typed catalog filtering owns the first item selection pass, and typed runtime item rows are passed directly toItemManagerfor instantiation. The remaining post-selection bridge is behavior config construction for old behavior constructors, not whole-item DTO hydration. -
TradeMenuDebugno longer enumerates legacy item catalog entries for its table rows; typed trade catalog records own the row set, with legacy DTO hydration kept for the old debug UI callbacks. -
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. The custom Unity-side MessagePack resolver and math/type formatter source has been deleted with the old bespoke file format path. 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.PlayerSettingsis a plain session-local runtime object until typed Verse settings are imported into Unity.ZoneDatabody/orbit DTOs,ItemInstanceDTOs,EntitySettings,Ship, Unity inspector game settings, environment/volume settings, exponential curves, Wwise bindings, and enum dictionaries are also plain runtime/session/config projections now, not MessagePack persistence shapes. The global scene-load MessagePack resolver hook is deleted. The slime compute settings path no longer serializes its local parameter struct for change detection. Agent task runtime shapes no longer carry MessagePack object, union, key, or ignore metadata.AgentTaskno longer inherits the shared runtime projection identity base; task objects are plain in-memory AI work orders until a typed Verse task document exists. -
Legacy player, faction, name-file, galaxy-map-layer, and narrative helper DTOs no longer carry MessagePack object/key/ignore metadata. Typed corporation/name-file/catalog documents own durable state; these classes are inspector/runtime projections only. Item and behavior DTO field layout for
AetheriaRuntimeItemCatalogno longer depends on live Unity field attributes; importer key maps, typed payload fields, and explicit runtime mappers own migrated layout. -
The dead
PersonalityAttributeprojection DTO and its unused property-panel hook have been deleted; no typed catalog import or runtime caller owned that shape. -
Declaration-only personality fields on
Faction/Entityand the unused production personality setting have also been cut; there is no surviving personality-state owner in live Unity source. -
AgentTaskhas been cut loose from the item projection base; AI tasks are local runtime work orders and no longer participate in the shared projection identity base. -
BodyConstructionDataandOrbitConstructionDatahave also been cut loose from the item projection base; they keep local GUID fields for zone runtime lookup, but no longer inherit shared projection equality. -
Factionhas been cut loose from the item projection base; it keeps local GUID equality for galaxy dictionaries while typed corporation records remain the durable catalog owner. -
Aetheria.Shared.Unityno longer references the vendoredMessagePackassembly. The embeddedGameCult.Aetheria.State.Unitypackage still depends on MessagePackReader to open CultCache.ccrecords; that dependency belongs to the typed state package boundary until it can move to a modern CultLib Unity package. -
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 still contains old Unity UI/uGUI prefabs plus
MonoBehaviourscripts underAssets/Scripts/UI/andAssets/Prefabs/UI/, but the old renderer-local debug console and field-tester panel authorities have been deleted. Runtime UI commands must be provider-advertised Eve command documents, not text parsed by a Unity component or a test-scene uGUI panel and invoked directly against gameplay objects. -
Aetheria already has Unity UIElements support available through
com.unity.modules.uielements. It now importsorg.gamecult.eve.surfaceandorg.gamecult.eve.unity-uitoolkitfrom the neighboring Eve repository: the first carries no-enginegamecult.eve.surface.v1contract DTOs, and the second lowers those retained trees into UI ToolkitVisualElementtrees. These packages are renderer boundaries, not UI truth owners.org.gamecult.aetheria.eve-runtimenow adds the Aetheria-specificUIDocumentpresenter that reads provider-owned Eve surfaces fromGameData/aetheria-world.ccand mounts them through the lowerer. Its command path sends typedgamecult.eve.command.v1records to the provider-owned command bridge instead of accepting renderer-local command effects.AetheriaEveCommandBridgecurrently accepts the advertised catalog/operations refresh commands plus the first provider-owned player-settings mutation commands, republishes provider-owned surfaces, rejects unknown/unadvertised commands, and recordsAetheriaEveCommandAcceptanceStatusas typed state.
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
Direct CultMesh Session And Peer Transport
- Owner: each Aetheria daemon owns its advertised client CultMesh endpoint and its explicitly configured direct daemon-peer endpoints.
- Inputs: typed client sessions, commands, snapshot requests, committed facts,
and optional
--peer-cultmesh-endpointroutes. Odin publication is disabled unless an operator explicitly supplies--odin-cultmesh-uri. - Outputs: typed state/surface snapshots, receipts, provider-owned assets, and policy-filtered committed-fact convergence between directly connected daemons.
- Derived state: discovery catalogs and external provider indexes may mirror advertisements, but they do not grant authority or mediate an Aetheria session.
- Forbidden writers: Odin, Eve lowerers, Unity, and remote peers cannot apply a fact directly. Imported facts pass the daemon authority policy and execute through the daemon's required Ymir world-physics owner.
- Shared paths: local commands and accepted remote facts enter the same daemon command transaction and receipt chronology.
- Cut line: the rejection that forced
--peer-cultmesh-endpointthrough Odin is deleted. Direct CultMesh is the Aetheria path; Odin is optional external indexing only. - Verification layer:
Aetheria.State.AuthoritySmokeboots real child daemons, connects replicas directly, proves accepted/rejected policy outcomes, and proves committed-fact convergence with production Ymir physics injected.
Daemon Sector-Map Surface
- Owner: the daemon run owns sector topology, discovery, current location, faction presence, and the visibility of zone and link facts.
- Inputs:
gamecult.aetheria.sector_map.v1, projected from the committed run. - Outputs: the directly advertised
aetheria.sector_mapEve surface. Its generic graph contains discovered nodes and links, the weighted entrance-to-Terminus route, home/executive landmarks, a legend, and onegraph.regionscalar field per visible faction. Region samples preserve the fossil values: owner10, present5, excluded-10. - Derived state: graph drawing and selection treatment are presentation. The
provider publishes the historical galaxy and Influence materials plus the
start, Terminus, home, and executive sprites through its asset catalog. Exact
scene and shader levers travel as
sectorMap.*tokens: background noise, contour threshold, fill tiling/blends/alpha, hatch tilt, stroke shape, faction color boosts,0.002/0.005link widths,0.5/0.25sreveal timing, landmark scale, current marker treatment, label offset, and zoom bounds. Faction hatch tilt is stable for generation seed and faction identity rather than renderer-local randomness. - Forbidden writers: Unity
SectorMap, map cameras, Electron, and generic Eve lowerers cannot reveal zones, add links, or choose the current zone. - Shared paths: every runtime reads the same CultMesh record advertised by the daemon. The record republishes with every daemon frame so travel and discovery cannot remain stuck at topology-boot state. Zone details remain an inspection surface and do not impersonate the sector map itself.
- Cut line:
MapMenuSurfacepublishes the sector graph rather than a card for only the current zone. The legacy Unity map remains a transitional lowerer, not an alternate map authority. - Verification layer: daemon smoke proves undiscovered labels and links are absent; the weighted critical route is derived from daemon facts; home and executive landmarks survive CultCache reopen; influence samples, legend, historical values, material refs, sprites, and provider-owned visual tokens travel with the surface.
Daemon Combat Lifecycle
Weapon admission, pending trigger, progressive target lock, burst/reload/charge
state, deterministic shot resolution, and transition chronology live in the
public daemon run checkpoint. A restart restores that exact checkpoint rather
than reconstructing combat from client input or replaying presentation events.
Daemon smoke now persists a partial instant-weapon lock, reopens it, and proves
the pending trigger completes exactly one shot with one weapon.lock.started,
one weapon.lock.acquired, and one shot.committed event. Ymir reconstructs
process-local bodies from committed world state; it does not own weapon
lifecycle state.
Durable Loadout Restart Contract
- Owner:
AetheriaRuntimeDaemonFrameDocumentatDaemonFrameLatestis the durable live-run checkpoint.AetheriaRunState,AetheriaZoneState, andAetheriaEntitySnapshotseed a run only when no playable live frame exists; they are not a second writer for an active session. - Inputs: accepted daemon transactions plus the complete runtime entity state: hull, installed placement and rotation, per-instance item fields, cargo and bay contents, weapon groups, equipment/behavior/weapon/consumable state, and loadout-generation receipts. Generic Eve refit requests enter through the advertised operation and are translated into that same typed transaction; Eve never writes the checkpoint directly.
- Outputs: one typed CultCache frame that can be closed, reopened in a fresh state node, resumed by the daemon, and projected into Eve without rebuilding gameplay state from Unity objects or client input.
- Reconnect invariant: exact item placement, authored rotation, quality, durability, thermal state, cargo quantity, held groups, wear, specialized chain chronology, ammunition, shot sequence, active-effect execution state, and generation provenance survive the real directory store. Restored Eve weapon and thermostat levers derive from that same frame. A refit preserves state owned by surviving equipment indices, removes state owned by removed equipment, and gives newly installed cargo no invented runtime history.
- Forbidden writers: Unity loadout mirrors, Eve lowerers, and bootstrap entity documents cannot overwrite an active latest-frame checkpoint.
- Verification layer: daemon smoke hard-flushes the frame, disposes the first
AetheriaStateNode, opens a second node, verifies the complete loadout and behavior state plus an accepted generic Eve equipment placement and consumed source, then rebuilds generic Eve input capabilities from the restored frame.
Daemon Resource Behavior Chains
- Owner:
MiningToolandResourceScannereach own the success or failure of their authored behavior-chain position. Generic behavior execution pauses at that position until the specialized daemon subsystem evaluates the requested world target. - Inputs: chain admission from preceding switch/cooldown/resource gates, the exact behavior intent, operational equipment state, authoritative body or asteroid identity and pose, actor position, and evaluated range.
- Outputs: a successful in-range mining or scanning transaction reports one specialized success and resumes the remaining group once. Missing, expired, or out-of-range targets report no success, so trailing heat, item use, wear, or modifiers remain unreachable.
- Derived state: scan progress, mining feedback, effects, audio, and UI progress are projections of daemon behavior state and world transactions.
- Forbidden writers: Unity behavior instances, agent presentation, Eve lowerers, and a later reconciliation pass cannot declare the resource action successful or execute its tail.
- Shared order: inline gates run first; flight, combat, sensor, mining, and survey owners evaluate their specialized work; deferred tails then complete; reactors settle the complete tick's energy ledger; thermal integration and medical consequences run last. Resource work can no longer occur after the tick has already settled its energy and heat.
- Verification: daemon smoke proves successful mining and scanning each consume
one authored trailing item, while otherwise identical out-of-range attempts
preserve cargo and leave the trailing behavior's
ChainReachedfalse.
Daemon Orbital Turret Controller
- Owner: each chain-admitted operational installed
TurretControllerbehavior owns automatic target acquisition, predictive look direction, and its exact per-weapon trigger set. Ship agent combat remains owned by the task planner and pilot fire remains an accepted command; neither path impersonates an orbital controller. - Inputs: authored preceding behavior-chain gates, including the canonical
EnergyDraw; visible hostile ship contacts in stable zone order, current target, entity and target pose/velocity, operational weapon behaviors, evaluated weapon range and velocity, and catalog placement rotation. - Outputs: selected target, daemon look direction, reconnectable controller weapon count/shot speed/predictive flag, and behavior-granular weapon requests consumed by the ordinary instant, constant, charged, and deployable weapon lifecycle.
- Derived state: turret tracking animation, barrel articulation, muzzle effects, target indicators, and audio are Eve presentation of daemon aim, weapon state, shot receipts, and feedback chronology.
- Forbidden writers: faction identity, entity kind, Unity update loops, and generic Eve lowerers cannot grant automatic fire. The deleted non-player group-zero fallback is not a compatibility path. Mere installation cannot bypass a refused behavior-chain resource gate.
- Shared paths: pilot and ship-agent group commands expand to every weapon behavior on their assigned equipment; turret control requests only the exact aligned in-range behavior. All then enter the same lock, charge, burst, energy, heat, wear, visibility, shot, and damage transactions.
- Verification: daemon smoke proves no controller/no command means no hostile
auto-fire; an empty capacitor prevents acquisition, aim, and fire through the
canonical
EnergyDraw -> TurretControllerchain; restored power acquires without firing in the same fossil tick; projectile velocity enables CultMath first-order intercept; and a forward weapon fires while the reversed behavior remains inactive. That exact forward weapon alone receives thermal wear and publishes its authored transient visibility. Shared weapon smokes also prove those side effects for instant, constant, charged, and deployable transactions, including the charged visibility multiplier.
Daemon Ship Schematic Projection
- Owner: the daemon entity snapshot and typed catalog own schematic topology and every displayed gameplay value.
- Inputs: hull shape, current/maximum armor grids, installed-item placement and rotation, catalog footprint/durability/thermal bounds, equipment state, and weapon lifecycle state.
- Outputs: one generic
ship.schematicchild for the controlled entity and one for its selected target, markedselfortarget; explicitschematic.hull-cell,schematic.item,schematic.item-cell, andschematic.weaponchildren carry the complete spatial and live state. - Derived state: renderer layout, color ramps, warning animation, typography, temperature units, and compact-vs-spatial presentation are client choices.
- Forbidden writers: fossil
SchematicDisplay.Update, Unity item objects, and generic Eve lowerers cannot calculate armor, durability, temperature, performance, online state, wear, ammo, or cooldown. - Shared paths: schematic item footprints use
AetheriaRuntimeEquipmentGridGeometry.RotatedCells, the same geometry used by refit admission and damage interception. - Cut line: the fossil schematic remains a visual reference/product shell, not the only source of its semantics. Generic clients need no Aetheria runtime types or provider internals to lower the advertised tree.
- Verification: daemon smoke proves a selected target's nonuniform armor grid,
clockwise two-cell equipment footprint, durability/temperature ratios,
thermal performance, online state, ammo, and cooldown, plus the controlled
entity's
selfrole.
Guided Shot Presentation Contract
- Owner: the daemon's ordinary shot transaction owns hit and damage for
GuidedWeaponandLauncher, exactly as it does for the fossil weapon event. - Inputs: authored target mode, guidance/thrust/lift curves, thrust, missile top speed, dodge frequency, range, origin, endpoint, and stable shot identity.
- Outputs: a retained
shot.receiptwithpresentationKind=guidedand the complete runtime-neutral guidance profile; it survives checkpoint restart and reaches generic Eve shot facts. - Derived state: missile steering, split/fade particles, trail geometry, and hit visuals are client presentation. Provider prefab parameters may style those effects but cannot decide damage or contact.
- Forbidden writers: Unity casts, visual missile transforms, and generic Eve lowerers cannot damage, retarget canonical state, or create an ordinary Ymir gameplay body.
- Shared paths:
Launcherretains target-entity guidance andGuidedWeaponretains look-direction guidance; both commit through the same lock, resource, wear, visibility, shot, and damage transactions as other instant weapons. - Cut line: the roadmap no longer asks for guided persistent payloads. The fossil projectile was a visual follower after damage authority had already fired.
- Verification: daemon smoke proves no physical payload is created, every
authored curve/scalar reaches the receipt and Eve surface,
Launcherselects the guided presentation kind, and the profile survives serialization.
Daemon Damage Transaction
- Owner: the daemon's canonical damage transaction owns damage-layer ordering and mutation for direct weapons and deployables.
- Inputs: hull and hardpoint catalog topology; initialized armor and maximum-armor grids; shield, equipment, and scalar hull state; deterministic impact position/direction; fossil full-width/full-height schematic UV scaling; damage amount, orthogonal spread, 0.5-cell penetration, and typed damage type.
- Outputs: one atomic
shield -> armor cell -> equipment -> scalar hullresult, mutated canonical grids/equipment/hull state, receipts recording which layers were reached, and oneequipment.destroyedfact whenever an installed item crosses the fossil durability threshold. - Derived state: aggregate armor and exact schematic armor/maximum-armor facts
are Eve projections of canonical cell state. Scalar hull is the terminal
remainder, not an armor surrogate. Every direct-shot receipt projects stable
shot.damage-cellchildren with coordinates and exact armor, equipment, and hull application so presentation never reconstructs the transaction. Damage type is typed/pass-through; no resistance authority exists because the fossil did not apply resistances. - Forbidden writers: direct-fire code, deployable handlers, Ymir contacts, Unity components, Eve lowerers, scalar-health helpers, and reconciliation loops cannot independently apply or repair armor, equipment, or hull damage.
- Shared paths: direct and deployable impacts enter the same transaction after their respective authoritative impact facts are resolved. All behavior consumers use the shared operational-equipment query, so disabled, thermally-offline, and destroyed items cannot keep acting through a forgotten subsystem-specific filter. Equipment interception derives occupied cells from the same rotation-aware grid geometry as refit, thermal simulation, and Eve schematic projection.
- Cut line: scalar-hull-only and caller-specific damage paths are no longer owners. Hull/hardpoint topology initializes armor grids; only the daemon transaction mutates them thereafter. Penetration always advances by a half-cell step, eliminating the fossil's non-advancing infinite loop, and terminates at the first empty sample instead of crossing a hull gap.
- Verification: daemon smoke proves a rotated asymmetric equipment footprint receives residual cell damage, a deterministic UV lands on the cell selected by the fossil's full-dimension arithmetic, and a penetrating direct shot cannot reach a disconnected hull island. The exact contiguous cell count and per-layer cell outcome remain visible in the generic Eve shot receipt.
Daemon Destruction Transaction
- Owner: cause-specific daemon damage owns one destruction identity, active-world removal, reference cleanup, loot rolls, pickup state, and chronology.
- Inputs: canonical hull result or cockpit-destruction crossing, run seed,
entity equipment/cargo, and fossil loot settings (
0.25equipment probability,25launch speed,30second life). - Outputs: an inactive identity-stable tombstone, deterministic typed pickups,
entity.destroyedandpickup.droppedevents, and Eve world removal/effects. - Derived state: the retained entity row exists only for stable indexing and replay protection. It is not rendered, targetable, salvageable, or alive.
- Forbidden writers: Unity destruction callbacks, Eve feedback renderers, and
the reserved
DestroyEntitycommand cannot erase entities or create loot. - Shared paths: direct shots and deployable splash invoke the same destruction
commit after the shared damage resolver crosses zero hull or destroys an
installed cockpit. Cockpit destruction preserves the remaining hull value and
publishes
equipment.destroyedbeforeentity.destroyed(cockpit-destroyed). - Cut line: client-commanded removal and presentation-triggered loot are dead;
EveUnity resolves
effect.feedback.entity.destroyedonly after the provider has published authoritative destruction chronology.
Daemon Terminus Scenario Ownership
The generated Terminus world and deterministic released-client proofs are
separate daemon-owned scenarios. standard preserves the generated ship
loadouts. released-client-proof alone creates the one-hit raider and guaranteed
salvage transaction; cargo-capacity-rejection-proof additionally fills every
generated player cargo bay from typed catalog volume and bay capacity. The
scenario selects a distinct run identity, so an existing proof run cannot
impersonate ordinary play. Unity selects the scenario only as a launch input and
cannot write cargo, hull, pickups, or feedback.
Scenario generation may select an active run and default pilot name, but it is
not tutorial progression authority. It preserves TutorialPassed; only a
future daemon-owned tutorial completion transaction may cross that flag. The
fossil selected tutorial New Game while the flag was false, so merely entering
the Terminus proof arena cannot award completion.
Daemon Terminus Clock And Attention Ownership
- Owner: the daemon session clock owns requested rate, effective rate, fixed-step execution, and the decision to interrupt compressed time.
- Inputs: accepted clock commands, the active game mode, and new authoritative gameplay facts committed by each fixed simulation step.
- Outputs: committed simulation time, actual steps executed,
simulation.interrupted, effective pause state, and Eve scene properties that expose the requested rate, effective rate, and cause without granting control authority to the renderer. - Derived state: Unity interpolation and visible pause/attention affordances are projections. They do not advance time or classify gameplay facts.
- Forbidden writers: Eve lowerers, wall-clock cadence, publication batching, and presentation effects cannot change the effective simulation clock.
- Shared paths: compressed transit, single-step inspection, failure, combat, docking, thermal, cargo, and wormhole events all commit through the same daemon tick and event ledger.
- Cut line: executing the full requested compressed batch before inspecting its intermediate facts is dead. Requested rate is no longer overloaded as the current effective rate.
- Verification layer: daemon smoke detonates a mine in the first of four requested steps, proves the causal damage commits at that step, proves later steps do not execute, and round-trips the clock/cause fields through Eve.
Daemon Tutorial Topology Ownership
- Owner: the daemon tutorial topology generator owns the tutorial zone graph, faction roles and homes, zone influence, entrance, and initial discovery.
- Inputs: the authored six faction selectors, 64-zone/link-density settings, typed corporation catalog, daemon generation seed, and the historical ten-octave simplex cloud-density field.
- Outputs: a deterministic connected zone graph with stable positions, adjacency, faction presence/ownership, home zones, entrance, discovery set, selected cloud-noise position, and unique faction-trained Markov names.
- Derived state: the sector map and eventual zone materialization consume this topology. Bodies, stations, ships, and Eve map rendering do not get to revise it; names are generated once inside the topology owner from typed geoname corpora because the fossil used them to seed later zone generation.
- Forbidden writers: Unity
MainMenu,Galaxy,ZoneGenerator, scene objects, and Eve clients cannot generate or repair tutorial topology. - Shared paths: generation and parity smoke use the same CultMath random stream, Unity-compatible simplex semantics, weighted sample elimination, Delaunay graph, connectivity-preserving link pruning, and faction placement owner.
- Cut line: a generated Terminus proof arena cannot be relabelled as the tutorial. New Game selects the daemon-persisted tutorial while completion is false; Terminus remains a witness fixture.
- Verification layer: smoke generates the authored 64-zone graph twice from one seed, proves point/adjacency repeatability, a connected undirected graph, six distinct role homes, an unowned entrance, and discovery containing exactly that entrance and its neighbors. CultMath separately proves the C# simplex implementation against Unity Mathematics vectors and carries the same semantics in HLSL.
Daemon Tutorial Population And Run Ownership
- Owner: the daemon tutorial materializer owns station, turret, faction-ship, starter-ship, orbit, and run persistence decisions.
- Inputs: the immutable tutorial topology, each celestial plan and its exact post-body CultMath state, typed faction/catalog data, player settings, and the accepted New Game command.
- Outputs: 64 canonical zone documents, stable entity records, loadout generation receipts, one controlled entrance ship, tutorial discovery state, and an Aetheria-mode game session.
- Agent work: each generated NPC ship receives one assigned
patroltask with the fossil four-orbit shuffled circuit. Orbit circuits are typed separately from mining/survey body targets and survive bootstrap into the runtime checkpoint. Daemon sensor policy derives the fossil owner-security trespass rule from faction relationships and orbital security fields. The first visible hostile ship temporarily drives the shared attack planner without replacing or advancing the patrol task; loss of contact resumes the same circuit. Unity no longer createsMinionpatrol or combat state on activation. - Physical placement: the daemon resolves orbital entities from the canonical orbit graph before persistence and deterministically distributes generated non-player ships through the fossil half-zone volume. The controlled starter alone enters at the origin; generic clients do not repair spawn positions.
- Orbital motion: each generated orbit carries the fossil
OrbitPeriod(distance) = distanceresult. Every daemon fixed step advances canonical phase, resolves the shared parent graph, and writes orbital entity pose and velocity before Ymir. Bodies and Eve read that same advanced graph; period-zero compatibility orbits remain fixed. - Derived state: wormhole exits derive from adjacency; generic Eve maps, cameras, scene objects, fog, and HUD state lower the persisted run.
- Forbidden writers: Unity generators, menu callbacks, scene materializers, and Terminus scenarios cannot create or select gameplay entities for this run.
- Shared paths: fresh daemon boot and accepted New Game use the same tutorial run writer; the Unity product shell submits the Eve command and waits for a newer tutorial sector-map publication before entering the scene.
- Cut line: New Game reloading the previous frame without sending its advertised operation is dead. Celestial-only tutorial graphs are not playable runs.
- Verification layer: focused smokes prove deterministic population, resolved orbital references and poses, distributed non-player spawns, fixed-step orbit phase/pose/velocity through Ymir, station/turret/agent presence, assigned four-orbit patrol persistence and movement, critical-zone trespass hostility, combat pre-emption and same-circuit resumption, loadout provenance, all 64 persisted zones, canonical starter identity, discovery, and adjacency.
Daemon Regular-Sector Topology Ownership
- Owner:
AetheriaDaemonRegularTopologyGeneratorowns the non-tutorial sector graph. It is distinct from tutorial role placement and from the Terminus witness fixture. - Inputs: the typed corporation/name catalog, the authored regular-sector
settings (
196zones,0.5link density,12corporations,3bosses), the serialized main cloud field, and one generation seed. - Outputs: deterministic weighted-sample positions, pruned Delaunay links, maximally isolated exit and furthest entrance, initial discovery, full-radius corporation influence and ownership, boss chokepoints, headquarters, and order-four Markov zone names.
- Derived state: sector-map rendering and later zone population consume the topology. They cannot select corporations, move homes or bosses, alter links, or reinterpret entrance and exit.
- Forbidden writers: Unity
Galaxy, menus, map renderers, and Terminus scenario generation cannot decide regular-sector topology. - Population and persistence: the regular topology feeds the same daemon-owned
celestial hierarchy, full-influence population, loadout, orbit, patrol, and
CultCache persistence organs as the tutorial, under distinct regular-run
identities. The entrance receives one equipped controlled starter; every
persisted run carries its explicit
aetheriagame mode. - Shared paths: accepted New Game identity hashes to the regular generation
seed, so command replay cannot create a different sector. Fresh boot and menu
requests use
AetheriaDaemonRunFactory; incomplete tutorial state selects the tutorial writer and completed tutorial state selects the regular writer. - Cut line: post-tutorial Terminus fallback selection is deleted. Terminus can
only be created when the daemon is explicitly launched with a
--terminus-scenariowitness fixture;IsTutorial=falseis no longer allowed to decide session mode for new state. - Verification layer: focused smoke generates the full sector twice and proves exact seeded repeatability, connected symmetric links, twelve homes, three boss zones, exit isolation, entrance distance, discovery, names, and home presence. A persisted-run smoke uses the shared factory and proves explicit Aetheria mode, command-stable seed, generated starter/loadout, regular record identities, autonomous patrols, selection, and hard CultCache reopen.
Daemon Generated Zone Body Ownership
- Owner: the daemon zone-body generator owns each generated zone's radius, mass, subzone packing, celestial hierarchy, orbit graph, body classification, asteroid belts, gravity curves, and gas-giant/sun visual parameters.
- Inputs: tutorial topology identity/name/position, galaxy seed, the canonical
cloud-density sample, and the authored
ZoneSettings/PlanetSettingsvalues. - Outputs: one deterministic zone plan containing stable orbit/body identities, normalized hierarchy mass, explicit empty rosette orbit count, typed body and asteroid snapshots, positive Ymir gravity magnitudes, and provider visual parameters.
- Derived state: Ymir radial fields, Eve celestial rows, field splats, lights, asteroid presentation, and later station/ship placement consume the plan. They cannot regenerate its hierarchy.
- Forbidden writers: fossil
ZoneGenerator/GeneratorPlanet, Unity prefabs, scene scripts, render lowerers, and clients cannot author bodies or orbits. - Shared paths: a complete tutorial world plan materializes all 64 topology zones through the same daemon generator. Rosettes, ordinary solar systems, satellite passes, binaries, belt selection, and mass normalization share one CultMath stream per zone.
- Cut line: generated zones no longer depend on process-randomized
string.GetHashCode/HashCode.Combine; daemon generation derives a stable FNV-1a seed from galaxy and typed zone identity. This intentionally canonicalizes a nonportable fossil seed while retaining its mechanics. - Verification layer: focused smoke proves deterministic body kinds/masses, connected parent references, mass conservation including empty rosette nodes, positive gravity curves, and stable asteroid cardinality. Whole-world smoke proves every topology zone has bodies/orbits, every zone has a stellar primary, and the tutorial retains asteroid belts.
Daemon Pickup Proximity Transaction
- Owner: the daemon simulation owns pickup collection by comparing canonical active-ship and live-pickup XZ positions after the Ymir motion step.
- Inputs: stable ship and pickup identities, their daemon-owned XZ positions, the fixed 25-unit collection distance, catalog-backed cargo capacity, and current frame identity. Tractor power influences pickup motion only.
- Outputs: capacity permits one atomic cargo insertion, pickup removal, and
pickup.collectedevent. Capacity refusal retains the pickup, applies the fossil 25-unit outward kick along the ship-to-pickup direction, moves the pickup just outside collection distance, and emitspickup.rejected. - Derived state: pickup transforms, tractor visuals, Eve world nodes, Unity colliders, and client selection are presentation or control projections and cannot admit collection.
- Forbidden writers: the reserved
PickUpLootcommand, Ymir contact facts, Unity collision callbacks, and generic Eve lowerers cannot mutate cargo or despawn pickups. - Shared paths: destruction drops, generated pickups, and restored live pickup rows all enter the same post-Ymir proximity pass. Pickups are ordered by stable index and choose the nearest eligible ship with entity-index tie breaking; removal of the durable pickup row makes a second commit impossible. A capacity-rejection displacement is committed to daemon world truth and the retained Ymir session reconciles that pose before its next integration step.
- Cut line: the contact-receipt helper and pickup contact lowering are deleted. The old enum ordinal remains reserved only to avoid shifting serialized command values and is rejected by the daemon.
- Verification layer: daemon smoke proves exact inside/outside boundary, tractor-independent collection, one commit per pickup identity, ship-only admission, capacity refusal, outward displacement/kick, and restart without resurrection or duplicate cargo. The prior released contact-gated witness is historical evidence only and must be rerun against the proximity owner.
Daemon Gravity Field Contract
- Owner: typed daemon zone/body state owns positive gravity-depth magnitudes; embedded Ymir owns radial integration and contact facts without reinterpreting their sign.
- Inputs: body poses, influence radii, positive
GravityWellDepth, positive zoneGravityTerrainDepth, exponents, waves, and fixed delta. - Outputs: Ymir produces inward acceleration, positions, velocities, and contacts. Daemon projections publish typed gravity viewport and render-splat documents from the same state.
- Derived state: terrain samples and
gravity.heightsplat values are negative because presentation subtracts the positive magnitude. Bands, Eve fields, Unity meshes, and cameras remain derived. - Forbidden writers: negative authored depths, adapter-side sign compensators, Unity gravity scripts, Eve lowerers, main-menu fallback fixtures, and stale persisted Terminus rows cannot author gravity semantics.
- Shared paths: generated, restored, and imported worlds use the same magnitude convention; physics and every render projection consume those canonical values.
- Cut line: the dead main-menu fallback world is deleted. Built-in Terminus state with the old sign fails the current-scenario check and is regenerated; only presentation conversion may negate depth.
- Verification layer: daemon smoke proves inward Ymir velocity, negative sampled height, and negative body splats. Released cold/warm witnesses exercise the persisted daemon path.
Pilot Camera Presentation Contract
- Owner: the Aetheria daemon selects camera semantics from authoritative dock state and publishes the fossil framing and lens values. EveUnity owns only the native camera projection.
- Inputs: controlled entity identity and rotation, dock parentage, presentation mode, daemon-published aim convergence state, distance, field of view, target screen position, damping, and clip planes.
- Outputs: undocked flight uses
perspective.entity-forward-follow.v1with the fossilThird Person Rigvalues andaim.convergence-point.v1look-at. Docked presentation remains a distinct mode and cannot lend its framing to flight. - Coordinate boundary: Cinemachine serializes target screen Y from the top of
the frame, while Eve's canonical viewport follows Unity viewport coordinates
from the bottom. Aetheria translates fossil flight
0.81to Eve0.19and docked0.55to Eve0.45before publication. EveUnity receives only the canonical value and has no Cinemachine compatibility branch. - Derived state: Unity camera position, rotation, matrices, culling mask, and temporal fog history are presentation state.
- Forbidden writers: Unity cameras cannot choose dock state, alter entity look direction, or infer an Aetheria camera from product types. The old scene and Cinemachine components are reference evidence, not runtime authorities.
- Cut line: the unconditional
planar.top-down-follow.v1projection no longer collapses the fossil dock and flight cameras into one false top-down view.
Daemon Agent Combat Policy
Agent combat uses the fossil CombatState policy inside the daemon scheduler,
not a faction-wide attack radius. The planner reads operational typed weapon
behaviors and durable group membership, samples 32 range points with the fossil
range^0.25 preference, evaluates range-conditioned damage and the authored
damage curve, and selects the highest current DPS group. Movement blends
target-relative strafe with closing/opening pressure using the fossil 0.5
forward lerp and 50-unit forward-distance scale. Projectile aim uses CultMath
first-order intercept. Fire is emitted only through the shared weapon-group
command when the selected equipment's catalog placement rotation faces the
intercept direction; locking groups continue to request their daemon-owned
progressive locks. Flight and agent combat share one equipment-rotation parser.
The task's weapon-group field is now an observed last selection, not an attack
policy owner. Daemon smoke proves close/open strafe, DPS group selection,
projectile lead, hardpoint gating, progressive lock, and target destruction.
Task assignment is the only owner of autonomous helm and target controls for an
uncontrolled agent. Cancel, complete, failure, stale-assignment repair, and
duplicate-carrier repair all use AetheriaRuntimeAgentScheduler.ReleaseControls.
That transition clears the durable assignment marker, both helm axes, and the
scheduler target; a tow task also releases its target from the agent's child
list at the already-authoritative world position. Task status and phase are
terminal facts after cancellation. They are not a repair signal that permits
the previous controller state to survive for another tick.
Task execution is restart-stable through the daemon's ordinary live-frame
checkpoint. The frame owns the task row, its assigned status and phase, the
agent's single assignment edge, persisted helm/target controls, and the last
Ymir-committed pose. On restart, the scheduler reads that same graph and a fresh
embedded Ymir session reconstructs ordinary motion from committed world truth;
neither component reissues the task or invents a second carrier. Daemon smoke
stops an explore task during travel, hard-flushes CultCache, closes and reopens
the store, proves the ownership edge and pose, then completes through the same
movement-command reducer, releases controls exactly once, and projects the
completed row through the generic Eve commander surface. A second proof stops
a three-zone assignment during its first persisted entering phase, replaces
the run/task object graph and Ymir owner from CultCache, and finishes both route
edges with one worker and exactly two start/transfer/completion event triplets.
Authoritative Flight Actuator Contract
- Owner: Aetheria daemon owns persistent local helm axes, desired look direction, installed-actuator evaluation, energy/heat/visibility consequences, hull drag, and the velocity/direction submitted to physics. Ymir owns body integration and contacts. Eve clients own input sampling and interpolation, never accepted motion.
- Inputs: accepted semantic movement/look commands; current hull direction and velocity; catalog hull/item shapes and masses; equipment placement and rotation; online/durability/thermal state; behavior payload performance stats; capacitor/reactor availability; fixed delta.
- Outputs: actual entity direction and velocity, persistent helm/look state, typed Thruster/AetherDrive behavior state, equipment heat, plume visibility, and the Ymir-integrated body pose.
- Velocity-controller invariant: after thrust, drive force, and hull drag, each
operational
VelocityConversionexponentially aligns the existing velocity magnitude toward hull direction with the fossil1 - exp(-lambda * delta)damp factor. OperationalVelocityLimitbehaviors then clamp that resulting magnitude and publish the evaluated limit in durable behavior state. The daemon owns both mutations before Ymir integrates the body; the client only renders their consequences and controls their ordinary equipment state. - Ordinary-flight invariant: standard ships fly through directional thrusters. The daemon clears and reallocates their axes each tick using the fossil forward/reverse/left/right rotation groups, symmetric lateral-torque compensation, placement-derived torque, and desired-look turn demand. A thruster that cannot fund its authored energy demand produces no force, heat, or plume visibility.
- Variant invariant: AetherDrive is not baseline propulsion. The canonical
catalog contains the single 250,000-credit
Tractiondrive with hardpoint typeAetherDrive, and only the 7,500,000-credit modifiedLonginusXhull exposes that hardpoint. The fingerprinted 2021-04-14 catalog restores the separate commonLonginusrow under its original GUID, including four directional-thruster mounts, and restoresDjinni;LonginusXand every AetherDrive item carry typedrarity:rarecatalog tags. The daemon applies a 0.05 generation multiplier to those tags. Its rotor RPM, coupling, torque curve, energy, heat, and thrust run only when that rare equipment is actually installed. Ordinary flight fixtures explicitly prove that no AetherDrive state is manufactured. - Catalog recovery owner:
Aetheria.State.Importalone turns the quarantined April 2021 MessagePack fossil into typed hull documents. Its allowed inputs are the fingerprinted historical blob and the explicitApril2021field layout; its outputs are ordinary typed item documents. The blob, Unity database classes, and current fixture catalog are not runtime authorities. Missing-row recovery is limited to the historicalLonginusandDjinniGUIDs plus missingThrusterequipment required to fill their authored mounts, so the supplemental catalog cannot overwrite live rows or silently revive unrelated obsolete content. - Generation owner: one daemon loadout generator owns one advancing mutable CultMath random stream. A readonly struct field is forbidden because it mutates a defensive copy and restarts every weighted draw. Price, allegiance, graph distance, footprint, and typed rarity are inputs; selected hull and immutable selection receipt are outputs. Eve and Unity only inspect them.
- Derived state: Eve actuator rows, RPM gauges, plume/effect intensity, sound parameters, and interpolated transforms are presentation projections. They cannot write velocity, direction, heat, energy, or equipment state back.
- Forbidden writers: faction speed constants, command reducers, task planners,
Eve lowerers, and Unity transforms cannot assign accepted ship velocity or
heading.
SetLookDirectionnow writes desired look only; physical actuators turn the hull. World-space autonomous travel must be translated into the same local strafe/forward helm axes used by a pilot. - Shared paths: manual movement, autonomous exploration/haul/patrol/attack, cross-zone approach, and home docking all enter the same command reducer, actuator step, and Ymir world step. AetherDrive and Thruster share mass, thermal, energy, drag, and physics owners without pretending to be the same equipment class.
- Cut line:
ApplyMovementIntentand factionPawnSpeed/RaiderSpeedmotion are gone. No compatibility fallback may restore direct velocity assignment. - Verification: daemon smoke proves local-axis dominance through ordinary
thrusters, placement-derived torque/thrust state, funded heat and plume,
unfunded no-motion/no-plume behavior, progressive hardware turning before
weapon lock, autonomous navigation and cross-zone travel through Ymir, and
isolated rare AetherDrive spool/force on a modified-hull fixture. It also
proves the fossil exponential velocity-conversion equation runs before the
evaluated velocity limit and that the limit survives in reconnectable
behavior state. Canonical
catalog assertions lock the restored common hull identities and the
Traction/LonginusXrarity boundary; a 2,000-loadout deterministic witness proves rare candidates remain possible without becoming the default path. - Open parity: model-local hardpoint transform directions (the daemon currently has catalog placement rotation, not the old renderer-populated barrel transform), exact per-equipment behavior execution ordering, float32/CultMath parity against the fossil, live production-world generation-frequency evidence, and generic native thrust/turn feedback still require proof.
Authoritative Visibility Contract
- Owner: the Aetheria daemon owns each entity's emitted, weapon, ping, and
reflected stellar signature. It decays named transient sources, evaluates
operational
VisibilityandReflectorbehaviors after energy and thermal state settle, applies authored weapon visibility when a shot commits, and executes sensor pings before contact projection. Eve and Unity only present the resulting visibility and named sources. - Inputs: fixed simulation time, authored visibility-decay setting, entity position, equipped visibility and reflector performance, thermal state, committed weapon visibility (including the charged-weapon multiplier), ping visibility, daemon-owned sun mass, sun light-radius multiplier, the provider render settings light-radius curve, and resolved orbit positions.
- Outputs: aggregate entity visibility plus inspectable, reconnectable constant equipment, reflector, weapon, and ping source grids. Transient source values follow the fossil exponential decay and disappear below its cutoff.
- Shared-field invariant: daemon visibility and environment rendering resolve
body positions through
AetheriaRuntimeOrbitQueries; gravity-center overrides and nested authored orbits cannot silently put the visible sun and its gameplay light field in different places. Light uses the fossil exponent-8PowerPulseand the same provider-owned radius inputs exposed for rendering. - Derived state: light meshes, fog tint, ambient color, lens effects, and any debug visualization of the stellar radius are client presentation. Their parameters are levers; they do not decide whether another entity detects the reflector.
- Forbidden writers: contact refresh cannot overwrite emitted signature, and clients cannot submit visibility, transient decay, stellar light, ping crossings, weapon flashes, or reflector results.
- Verification: daemon smoke proves evaluated constant equipment visibility, a displaced authored sun orbit, the fossil pulse equation, evaluated reflector cross-section, named source publication without accumulation, actor-scoped energy-gated ping with reconnect-stable crossed-target state, committed weapon visibility, and exact exponential transient decay.
- Open parity: active consumable reflector effects and complete visibility- source cardinality remain to be migrated.
Daemon Wormhole Transition
- Owner: the daemon persists one wormhole transition on the moving entity.
- Inputs: actor identity, current and adjacent zones, canonical wormhole positions, proximity, fixed simulation time, run seed, and the fossil timing constants.
- Outputs: four-second
entering, authoritative zone transfer, four-secondexiting, and one-framecompletedstate; deterministic exit pose/velocity; destination-adjacency discovery; and stable start/transfer/completion events. - Derived state:
VisualDepthOffsetis the fossil 1000-unit presentation lever. Camera roll, corkscrew, fade, audio, and native effects may lower it but cannot move the entity. - Forbidden writers:
ActionGameManager,Ship.EnterWormhole, client transforms, and command-supplied positions cannot transfer a ship. - Shared paths: player interact, explicit travel, agent task routing, and agent homecoming all initialize the same canonical transition.
- Cut line: command application no longer splices zone arrays. Flight and the world-physics port exclude transitioning bodies, and Ymir resumes only on the tick after completion.
- Proof: daemon smoke rejects a second transition owner and verifies exact enter/transfer/exit timing and discovery. The multi-edge agent route performs a real CultCache hard flush, close, and reopen during entry, reconstructs a fresh embedded Ymir owner, preserves task/carrier/phase state, and proves exactly-once chronology plus single-entity arrival before completing work.
Flight Post-Processing Contract
- Owner: Aetheria selects the logical flight profile and owns its native asset variants. EveUnity owns only a reversible lowering lease for the active world camera.
- Inputs:
postProcessProfileAssetReffrom the world surface and the matching provider-catalog variant. The Unity authoring build derivesprofile.environment.flightfrom the fossil ARPG global profile's ACES, bloom, histogram dark-scene exposure bound, contrast, vignette, and grain. - Outputs: the generic Unity lowerer resolves a
VolumeProfile, enables URP post-processing on the leased camera, and installs one global runtime volume. The same world view advertisestemporal-reprojection.v1with the fossil pilot camera's0.99history blend,0.1jitter scale, zero sharpening, and high quality; EveUnity lowers those neutral values to URP TAA. - Derived state: the Unity
Volume, additional-camera data, and enabled flag are client presentation state. They restore or disappear when the camera lease ends. - Forbidden writers: scene-local Aetheria scripts, provider-id checks, fog-color heuristics, and client-authored exposure values cannot choose flight presentation.
- Cut line: the fossil scene's global
PostProcessVolumeis reference evidence, not a surviving runtime owner. Missing or incompatible advertised profiles fail closed instead of silently rendering a different look.
Celestial World Presentation Contract
- Owner: the daemon owns which celestial bodies and asteroid instances exist, their authoritative orbit-derived XZ positions, terrain-derived altitude, authored scale, and presentation identity. Aetheria's provider catalog owns the native visual assets. EveUnity owns only generic entity instantiation.
- Inputs: the current zone's typed body and asteroid rows, daemon simulation time, canonical orbit evaluation, gravity-terrain evaluation, and daemon render settings.
- Outputs: planets, suns, gas giants, and asteroids occupy ordinary rows in the shared Eve entity SoA generation. Stable synthetic identities distinguish these presentation rows from simulation entities; each row carries a generic entity kind and provider asset reference.
- Derived state: the Unity
GameObject, prefab instance, renderer bounds, material instances, native layer, and pilot-frustum intersection are client projections. Celestial synthetic identities are not selectable, controllable, damageable, or valid command targets. - Forbidden writers: the fossil
ZoneRenderer, planet scripts, Unity physics, and runtime-side terrain sampling cannot create, position, scale, rotate, or remove celestial rows. EveUnity cannot import Aetheria types or branch on Aetheria celestial asset keys. - Shared paths: cold download, warm cache, reconnect, and every committed SoA generation use the same provider assets and immutable generation swap as ships, stations, pickups, and persistent payloads.
- Cut line: the Aetheria-specific zone-render document is not a client ABI. Provider packaging extracts only the advertised visual child from each fossil celestial prefab, then applies the common script, physics, material, and bundle verification pipeline. Gravity wells, map icons, runtime scripts, and other fossil authorities do not hitch a ride inside the presentation prefab.
- Verification layer: the daemon smoke proves stable, unique negative synthetic indices, provider asset references, body/asteroid positions, and equivalent local/network SoA bodies. The released generic-client witness records every presented entity's kind, asset, scale, renderer count, and pilot-frustum intersection. Its warm run instantiated eleven bodies and eighteen asteroids with enabled provider renderers; seven celestial instances intersected the pilot frustum. This proves projection and lowering, not final art parity.
Native Environment Lighting Contract
- Owner: Aetheria owns stellar ambient tint, the gravity-fog frame fill, the custom reflection cubemap, and each provider material's lit/unlit semantics. EveUnity owns only the reversible application of those advertised environment facts.
- Inputs: daemon-owned sun
LightColor, sun mass and light-radius multiplier,Assets/Textures/studio2.hdr, the gravity-fog field, and source shader lighting models. Multiple stellar tints blend by their authored light-radius weight. - Outputs: the world surface advertises stellar-tinted flat ambient lighting at
fossil intensity
1.46, the studio HDRI as custom reflection at intensity1, no skybox, and no invented directional key light. Provider material conversion maps particle sources to URP Particles/Unlit, unlit or sprite sources to URP/Unlit, and genuinely lit sources to URP/Lit. - Derived state: Unity ambient state, custom-reflection state, runtime material instances, and shader keywords are client presentation state. The studio HDRI textures reflected ambient light; it does not choose its color or own the visible background. The raymarch pass fills the frame.
- Forbidden writers: the daemon cannot invent a directional light to compensate for broken material conversion. EveUnity cannot promote the reflection HDRI to skybox/ambient authority or infer shader models from Aetheria asset names.
- Cut line: the obsolete provider skybox catalog entry and world binding are
deleted, as is the invented
0.4,-1,0.25warm key light. The embedded fossil shield renderer is removed from legacy ship roles and catalog-backedentity.hullpresentation prefabs because its dithered collision response is already externalized as the provider-owned, receipt-driven shield-impact effect; it cannot remain permanently visible after generic material conversion. - Verification layer: daemon smoke proves the stellar color projection and
negatively proves that neither skybox nor key-light fields are published. The released witness records flat
ambient mode, the exact lowered color, zero directional intensity,
no player
Shield Visual, seven active player renderers, and a map-channel material usingUniversal Render Pipeline/Unlit; visual inspection shows ship hulls instead of opaque shield ellipsoids and readable map glyphs.
Stardust Field-Particle Contract
- Owner: Aetheria owns the authored Stardust program, its exact scalar values, its color ramp, and the choice to visualize the gravity-fog field with stateless camera-relative particles. EveUnity owns only generic program binding, compute dispatch, and procedural drawing.
- Inputs: the same typed
gamecult.eve.fields.splats.v1document used by the fog volume; gravity surface height and gravity-derived tint (not patch or patch-height layers); the provider compute shader, material, and blackbody color texture; the provider dither texture; active camera XZ; daemon simulation time; and the client render-frame index used only for temporal coverage. - Outputs:
field.particles3dnames the provider programs, logical field and asset ports, the 256-by-256 row-major particle grid, 128-thread dispatch, 28-byte particle stride, exact fossil values, and camera-followed viewport policy. - Hash invariant: no client CPU particle state exists. The provider compute
program retains
id % span,id / span, truncation toward zero, the65535unsigned cell offset, Wang/xorshift sequence, Perlin jitter, lifetime phase, and float32 evaluation. Changing any of these creates a different field. Buffer slots are not particle identities: after a one-cell X move,before[localX + 1, localY]andafter[localX, localY]must be the same world-cell particle bit for bit. Every slot is reassigned while all overlapping world particles remain visually motionless. - Viewport invariant: the particle grid and sampled gravity textures use one
transform and one integer lattice. The 256-by-256 particle grid at six world
units per cell owns a 1536-square viewport. The 2048-square surface-height
target is therefore 0.75 world units per texel and exactly eight gravity
texels per Stardust cell; the 512-square tint target is exactly two texels per
cell. Camera XZ snaps by one six-unit Stardust cell/eight gravity pixels using
truncation toward zero. The snapped center becomes both the raster viewport
center and
_GridTransform.xy. A 2000-wide viewport is rejected because it aliases the gravity and particle lattices even when particle hashing itself is correct. Fog and particles do not separately project that frame: both generic lowerers call the same viewport-frame resolver and receive identicalEveFieldsViewportbounds. - Derived state: GPU buffers, generated quads, raster targets, keywords, and draw calls are client presentation state. The viewport-scaled dither coordinates and render-frame index are also presentation state; they cannot feed particle identity, phase, position, or simulation.
- Forbidden writers: EveUnity cannot reseed, pool, randomly initialize, move, recolor, or CPU-generate particles. Aetheria cannot publish per-particle rows or make the field a gameplay body set.
- Cut line: the fossil
StardustMonoBehaviour and renderer feature remain only reference code. Generic clients execute advertised provider programs through logical ABI metadata; no Aetheria type enters EveUnity. - Verification layer: daemon smoke locks every authored value and asset ref;
generic package tests lock ABI validation, repeated daemon-time bindings,
truncating camera snap, buffer layout, and dispatch dimensions. Provider
bundle verification dispatches the bundled HLSL and reindexes by world cell;
705 overlapping cells across X, Y, and diagonal whole-buffer remaps must keep
all seven particle floats bit-identical while the same buffer slot changes
identity. An asymmetric gravity texture also proves positive-world X samples
positive texture X; the deleted fossil gravity camera's two-axis reversal is
not part of the typed Eve Fields viewport. The released witness must record 65,536 particles, one compute
dispatch and one pilot-camera draw while the map camera remains isolated.
The released
0.3.57witness additionally requires the live fog and particle grid centers to be equal and the leased pilot camera to report URP temporal anti-aliasing with the advertised history and jitter values. It resolves the material's logical ports from provider metadata and proves the cloned live material holds the provider dither texture, pixel scale, and advancing render frame. The bundle gate rejects a fixed_AlphaClipregression and requires the fossil temporal-coverage, overwrite-blend, and depth-write source tokens.
Gravity Fog Presentation Contract
- Owner: Aetheria owns gravity/fog brush placement and values, authored volume
tuning, and the provider shader asset. Eve Fields owns the portable splat
document, radial falloff equations and parameters, and
field.volume3dlogical ports. EveUnity owns only the native render lifecycle. - Inputs: daemon-derived brush centers, radii, depths and exponents; the canonical viewport splat document; logical surface-height, patch-height, patch, tint, scalar parameters, viewport-to-texture scale relations, provider asset reference, and the selected runtime asset variant's native program metadata.
- Outputs: the generic runtime rasterizes logical field layers, executes the advertised raymarch, optional temporal-history, and composite passes, and presents pixels. No pass can emit gameplay state or commands.
- Derived state: Unity materials, shader-property names, pass indices, keywords, raymarch targets, ping-pong history textures, previous camera matrices, and viewport-derived texture scales and composite counters are runtime projections. They are neither daemon truth nor portable Eve state.
- Native target topology: the provider advertises the fossil layer shapes rather
than letting the lowerer invent one common texture: surface height is
2048x2048, patch height is256x256, patch and tint are512x512, and only tint is mipmapped/trilinear. EveUnity applies those descriptors without owning the layer meanings. - Time and camera bindings: the splat document's daemon-authored simulation time
drives logical
flowScrollthrough an advertised scale. The provider variant maps logical camera-to-world and flow-scroll ports to native uniforms; the generic runtime does not use local gameplay time or provider identifiers. The provider shader constructs both its raymarch and temporal-reprojection rays using the historical Unity shader camera transform, whose local forward is positive Z. EveUnity0.3.63supplies that transform instead of the negative-ZCamera.cameraToWorldMatrix. The provider also advertisesnon-render-target-projection.previous-view.v1, preserving the historicalGraphics.BlitGPU-projection convention without making it a client guess; provider bundle verification rejects divergence between the two passes. - Semantic split:
gravity.heightis the negative gameplay terrain projection;fog.surface_heightis the positive visual displacement the fossilPowerBrushcamera supplied to_NebulaSurfaceHeight. Both derive from the same daemon-owned radial brushes, but neither may impersonate the other. - Fossil producer map: layer 9 coarse displacement and layer 10 fine waves
compose
fog.surface_height; those same producers plus layer 12 patch displacement composefog.patch_height; layer 11 simplex/cellular density brushes composefog.patch; layer 13 ambient and body light brushes composefog.tint. These are additive field producers, not Unity camera objects. - Procedural-source ownership: Eve Fields defines world-anchored Ashima simplex,
the fossil moving cellular-B function, published simulation-time animation,
splat-local animated radial cosine, absolute-value folding, and
PowerPulse. Aetheria owns each brush's extent, target layer, depth, constant offset, frequency, speed, exponent, and color. The fossil brush objects use Unity's one-unit built-in Quad (fileID 10210), so authored scale converts to half extent by multiplying by0.5, not5. CanonicalARPG.unityscales the gameplayZone Brushesparent to3000, making its global half extent1500;TestScene's smaller1024value is not gameplay authority. The splat cameras independently use orthographic size1000, so the canonical field viewport is a 2000-by-2000 square. Brush coverage and sampling extent are separate provider-owned facts; the generic lowerer does not infer either. Constant offsets are separate constant splats. No provider texture reference is introduced: the fossil materials carry a stale_MainTex, but their shaders sample procedural functions and never read it. - Entity altitude: after every Ymir XZ step, the daemon derives root entity Y as
fossil
gravity.height + HullGridOffset; children inherit their parent's full altitude. Eve clients consume the resulting 3D position and never sample or recreate terrain height as gameplay truth. - Forbidden writers: the old
VolumeSampling/VolumeCloudRendererpresentation path, shader code, Unity cameras, and generic lowerers cannot calculate gravity, move bodies, or publish world truth. EveUnity may not import an Aetheria assembly or branch on Aetheria asset identities. A viewport-sized solid splat cannot stand in for the zone's radial gravity terrain. - Shared paths: first frame, camera motion, reconnect, viewport resize, and warm asset reuse all enter the same generic volume lifecycle. History resets on a new node, program, or render size. A provider that advertises a temporal pass without all required history ports, or a viewport scale relation with an unresolved logical port or texture, fails closed.
- Cut line: the daemon publishes the fossil zone and body
PowerPulsebrushes directly; the former full-viewport solid gravity writer is deleted. The two invented viewport-local patch noises are also deleted before the fossil producer stack is restored. Procedural samples are anchored to field-world coordinates, so viewport motion cannot move the fog through the world. The portable surface contains logical field and parameter names only._Nebula*,_PrevVP,_ResetHistory, shader keywords, and pass indices live exclusively in the provider's Unity asset-variant metadata. - Verification layer: EveUnity package tests prove two-pass compatibility,
complete temporal-program acceptance, partial-program rejection, portable
PowerPulseGPU evaluation, and absence of Aetheria assembly references. Aetheria daemon smoke proves radial brush parity and that the exact fossil shader ABI is advertised outside the portable surface. Released package0.3.49proves target topology, authoritative flow time, explicit camera transforms, float32 packed-output diagnostics, and both camera-channel masks. The released HD capture proves a live fog horizon using the original-36.17vertical-noise amplitude. The earlier opaque slab was caused by publishing Cinemachine's top-origin0.81as Eve bottom-origin0.81, which placed the camera below the fog surface. The controlled zero-noise run was a diagnostic, not the adopted rendering contract. Blue tint, luminance, patch structure, gravity-wave readability, and world geometry remain open visual parity work. Released EveUnity0.3.63also restores the provider-advertised previous-view/current-projection temporal policy, the fossil ultra-quality first history frame, adaptive histogram exposure, and HDR grading before ACES, and lowers the provider-selected non-render-target temporal projection. The released warm witness records 359 fog composites while retaining the daemon gameplay assertions and camera-channel isolation. The alpha-fixed cold HD witness uses bundlea829e57731fbe08f4564fa131468148e99f6b4204708ad3e64498885532b5091and passes in 52.7 seconds. Its temporal history stores direct density in alpha; bundle verification rejects any composite that again unpacks that value as the raymarch pass's packed distance/density payload. Cloud structure and Stardust occupy the same projected gravity surface. Remaining color and composition differences are not permission to alter the fossil scattering or tint inputs without stronger historical evidence.
Daemon Asset Content Delivery
-
Owner: the Aetheria daemon owns bundle content and serves bytes only through the managed
cultmesh.content.v1session hosted by CultMesh. -
Inputs: provider bundle path, packed artifact manifest, content hash, byte length, negotiated chunk requests, and resumable client checkpoint.
-
Outputs: snapshot delivery publishes the typed artifact manifest only; content-session requests return bounded byte ranges which the generic runtime verifies and atomically promotes to a hash-named
.body, then binds to a read-only mapped-body lease for Unity loading. -
Derived state: Unity
AssetBundleinstances, native prefab lookup, cache files, progress UI, and screenshots cannot publish or mutate provider bytes. -
Forbidden writers: batched snapshot chunks and the former
gamecult.cultmesh.cdn.asset_blob.v1fallback are deleted. Eve surfaces and renderer code cannot smuggle bundle bytes through state records. -
Shared paths: cold transfer, resume, and warm cache reuse all resolve the same advertised manifest and content hash through the generic runtime transport.
-
Cut line: CultMesh snapshots index manifests; managed content sessions own remote bytes, verification, and promotion. Mapped-body negotiation begins only at the returned final path and cannot map partials or reconstruct cache names.
-
Owner:
Aetheria.Stateowns the new typed state spine for durable state. The embeddedGameCult.Aetheria.State.Unitypackage owns Unity's runtime typed state file path plus the boot-time state-file probe, and is the landing zone for future typed catalog boot.ActionGameManageropens the package-owned typed runtime catalog snapshot and binds item reference resolution directly throughItemManager. Runtime code receives narrowItemManagerprojection methods over typed runtime catalog rows and no longer hydrates oldItemDataDTOs.Galaxy, entity restore, and faction-distance loadout weighting have been moved off legacy faction catalog reads. The embedded Unity state package owns the read-only runtime catalog model contract and the read-only known-schema.cccatalog opener.ActionGameManagernow exposes that typed package snapshot at boot. The SDK-styleAetheria.State.Unityfacade maps typed.ccdocuments into the same contract for full .NET smokes and Eve surface reads. Neither writes state or owns simulation. The runtime no longer has a MessagePack catalog cache or whole-item DTO projection cache. The typed runtime catalog snapshot exposes typed item rows only.ItemManager.CreateRuntimeBehaviorsowns the explicit typed behavior-kind switch from typed payloads into live behavior instances. There is no remainingRuntimeBehaviorConfigprojection and no reflection overLegacyPayloadKeyAttributeto select or assign config fields; gameplay stat modifiers target live behavior instances and package-owned behavior metadata instead of rebuilding config DTOs for lookup.ItemInstance.Referencestores the typed item key,ItemInstance.ItemKeyis the runtime identity surface, andItemInstance.ItemIdis a derived legacy-GUID compatibility projection.EquippedCargoBay.ItemsOfType, consumable activation, action-bar consumable fill/quantity display, item transfer lookup, and trade owned-count rows now use item keys rather than GUID-owned cargo indexes. Weapon ammo and item-use behavior config item references are also item-key-only at the behavior API surface (AmmoItemKey/ItemKey); the derivedAmmoTypeandItemGUID compatibility properties have been deleted. Runtime commit DTOs now publish item and hull identity throughItemKey/HullItemKey, with legacy ID fields demoted to compatibility. The package runtime catalog snapshot now indexes items by canonical item key, and Unity gameplay/UI/zone helper lookups resolveItemKeydirectly rather than deriving legacy GUIDs forFindItemByLegacyId. The package snapshot no longer exposes item, corporation, or name-fileFind*ByLegacyIdindexes, and its runtime item/corporation/name-file DTOs no longer publish legacy relationship fields; legacy-ID lookup remains only on the canonicalAetheria.Statemigration/catalog inspection boundary. The shared runtime item catalog reader no longer has a GUID index orGetRuntimeItem(Guid)entry point; item-key strings are the only lookup authority; there is no remainingItemInstance.Dataidentity/backing field.ItemManagerreads typed catalog row lookup. Behavior type selection now uses an explicit runtime catalog map instead ofUnionAttributereflection, and the temporary behavior config constructor map is keyed by typed behavior payload kind rather than legacy union key. LiveBehaviorinstances expose their typed payload kind and group directly, so runtime state projection, stat-modifier matching, and behavior grouping no longer reach back through config objects for behavior identity. Runtime item category classification uses package-ownedAetheriaRuntimeItemCategoriestokens; gameplay code should not ask C# legacy DTO class names to classify typed catalog rows.Aetheria.State.Importnow materializes stable category tokens such ashull,weapon,gear,cargo-bay, anddocking-bayinto typed item documents, while old union names remain migration provenance. The typed state verifier also consumes those package-owned category tokens for consumable and docking-bay coverage checks and rejects item categories ending inData. Item/behavior DTO field layout is no longer marked in live Unity source with MessagePack or project-owned payload-key attributes. Importer key maps and typed runtime payload fields own migrated layout; runtime behavior construction does not use field attributes as an authority. Item properties manufacturer display is a typed snapshot consumer; loadout generation uses typed catalog rows for hull type, shape, category, hardpoint type, behavior kind prefilters, and selected-item instantiation. The old trade debug UI and consolegivecommand have been deleted. The surviving trade menu also uses typed catalog rows for first-pass size, hardpoint, and behavior filters before hydrating row projections. No live caller can enumerate legacy catalog entries or request catalog-shaped single entries throughItemManager. Equipment placement rotation is durable semantic state, not an occupancy-loop temporary. The daemon generator emits the same quarter-turn used to reserve a hardpoint, free-space fit, or cargo fit; loadout documents, runtime commits, catalog and viewport snapshots, state mapping, and clone/transfer paths retain it. This is the required input for daemon-owned thruster direction and torque; Unity may visualize the resulting actuator state but cannot reconstruct a missing rotation from prefab transforms. -
Inputs: Unity gameplay code, legacy catalog files, typed state documents, and CultMesh server state.
-
Outputs:
Aetheria.Stateemits.ccstate and CultMesh documents. Runtime typed item catalog projection emits in-memory domain objects only; the old local save and editor catalog write paths have been cut. Migrated catalog documents are addressed throughAetheriaCatalogKeysandAetheriaStateNodelegacy-ID methods, not importer-local string concatenation. Player settings, loadout templates, and run checkpoints have a shared Unity commit-log primitive plus a typed state node applicator. Run checkpoints now carry the current zone and its entity snapshots through that same command/apply spine. Whole-galaxy unloaded-zone projection still needs to be added once lazy generation has a typed state owner. The oldSaveState/SaveZonecommand surface is gone. 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, typed state boot warnings, and serialized legacy payloads are projections, migration inputs, diagnostics, 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, server-side
DatabaseCachepaths, and item DTO projection caches. -
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 recreate old
ItemDataDTO metadata, whole-item projection caches, or MessagePack catalog paths except bounded migration readers.
Target Authority Map
- Owner:
Aetheria.State, a typed document layer backed by modernGameCult.Cachingand opened through a CultMesh node. - Inputs: typed commands, save/import migration records, CultMesh replication, editor mutations, and deterministic simulation facts.
- Outputs: CultCache
.ccstate 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,
RuntimeCatalogEntry.ID,RuntimeItemProjectionEntry, 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: keep old MessagePack/catalog metadata quarantined at import or typed CultCache transport boundaries only. Delete or quarantine any remaining live Unity predicates that still need legacy DTO vocabulary, and replace operator/runtime UI truth with Eve surfaces rather than parallel status widgets.
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.Cachingfor[CultDocument], record keys, indexes, references, schema catalog, and typed persistence.GameCult.Caching.MessagePackfor the binary CultCache backing format.GameCult.Meshfor 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.
The shared Eve Unity package pair now lives upstream in the neighboring Eve repository, and Aetheria imports it by sibling-repo file path:
org.gamecult.eve.surface: no-engine DTOs forgamecult.eve.surface.v1.org.gamecult.eve.unity-uitoolkit: UI Toolkit lowering from those DTOs to nativeVisualElementtrees.
These are import boundaries, not Aetheria UI authority. The provider-owned surface document in CultCache/CultMesh remains the truth, and the lowerer only projects it.
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
-
Baseline
- Record the current compile/test status for Unity and .NET projects.
- Keep this map current before cutting code.
- Count old authority references with
rgso deletion has a visible target.
-
Modern state spine
- Add references to modern
GameCult.Caching,GameCult.Caching.MessagePack, andGameCult.Mesh. - Create
Aetheria.Statedocument definitions using[CultDocument],[MessagePackObject],[CultName],[CultIndex], and typed references. - Add a smoke that writes, flushes, reopens, and reads typed state from a
CultCache
.ccfile.
- Add references to modern
-
Legacy quarantine
- Done: capture old
GameData/AetherDB.msgpackand 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
DatabaseEntryunion fields into typed item/faction/name-file catalog documents without makingAetheria.Statedepend on Unity's legacy model. - Done: promote typed name files to
aetheria.name_file.v2with full name arrays, soGalaxyname generation has a Verse-owned replacement for legacyNameFile.Names. - Done: promote typed corporations to
aetheria.corporation.v2with full allegiance edges, so temporaryFactionDTO projection can preserve loadout generation behavior without reading legacy faction entries. - 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
BehaviorDataobjects just to see authored behavior fields. - Done: expand typed
AetheriaPlayerSettingssoPlayerSettings.msgpackno longer lacks a durable Verse replacement for actual runtime settings values. - Done: add typed
AetheriaLoadoutTemplatedocuments and smoke coverage so.loadoutno longer lacks a durable Verse replacement. - Done: add the Unity runtime read projection for typed loadout templates, so the restore menu can rehydrate saved loadouts from CultCache instead of relying on the in-memory session list after restart.
- Done: route runtime loadout restore through typed daemon operations.
InventoryPanelmay list typed loadout templates and display the restored entity, but the daemon owns blueprint instantiation, credit spend, docked-ship assignment, current entity update, and typed run checkpoint. - Done: add typed node ports and smoke coverage for run -> zone -> entity
snapshots so
.zoneno longer lacks a durable Verse replacement graph. - Done: extend run checkpoint commits and smoke coverage to carry typed
action-bar bindings into
AetheriaRunStateas stable input-control and target references instead of UI or behavior-object payloads. - Done: extend run checkpoint commits and smoke coverage to carry typed
faction relationship rows into
AetheriaRunStateas corporation references, relationship tokens, and numeric standings. - Done: make
AetheriaRuntimeSessiona live CultMesh document with state node ports, provider advertisement, server heartbeat publication, and smoke coverage; daemon liveness is no longer only console output or incidental drain status. - Done: extend run checkpoint commits and smoke coverage to carry typed
zone orbit/body rows into
AetheriaZoneState, so generated celestial graph facts no longer live only inside construction blueprints. - Done: extend run checkpoint commits and smoke coverage to carry typed
entity simulation stat grids into
AetheriaEntitySnapshot, so temperature/armor/conductivity no longer live only in runtime blueprints. - Done: extend run checkpoint commits and smoke coverage to carry public
entity session state into
AetheriaEntitySnapshot: velocity, target references, active/toggle scalars, thermal injury accumulators, and active consumable timers. - Done: extend run checkpoint commits and smoke coverage to carry typed
behavior progress rows for equipped-item and active-consumable behaviors
that expose
IProgressBehavior. - Done: extend run checkpoint commits and smoke coverage to carry typed weapon behavior state rows for instant, charged, and constant weapon runtime internals.
- Done: extend weapon behavior state rows for lock-weapon progress and target entity references, so lock acquisition state no longer evaporates at the commit boundary.
- Done: extend run checkpoint commits and smoke coverage to carry typed behavior state rows for sensor ping state plus radiator, reactor, and capacitor runtime internals.
- Done: extend behavior state rows for AetherDrive axis, thrust, RPM, maximum RPM, and thrust direction, so drive rotor state has a typed snapshot/readback path.
- Done: extend behavior state rows for ResourceScanner target body key, asteroid index, scan timer, range, minimum density, and duration, so scanner progress and target ownership are typed state instead of live-only behavior memory.
- Done: extend behavior state rows for MiningTool asteroid belt key, asteroid index, and range, so active mining target state is typed snapshot/readback state.
- Done: extend behavior state rows for Thruster axis, thrust, and torque, so analog propulsion state is typed snapshot/readback state.
- Done: extend behavior state rows for Shield efficiency/energy usage, VelocityLimit limit, and Thermotoggle target temperature.
- Done: extend behavior state rows for Switch activation and Trigger pending pull state.
- Done: extend behavior state rows for StatModifier applied/executed flags and target-stat count.
- Done: extend behavior state rows for TurretController initialized weapon count, shot speed, and predictive-aim flag.
- Done: move TurretController weapon range and shot-speed evaluation behind
Weaponruntime methods, so turret AI no longer casts weapon config DTOs to decide firing range or predictive aim. - Done: cut live simulation grids out of
EntityConstructionBlueprint; loadout and construction templates no longer capture or restore temperature, armor, max-armor, or hull-conductivity state. - Done: add Unity package readback for canonical typed run, zone, and
entity snapshot documents, so the
.zonereplacement graph is not only writable through the state node but also inspectable by runtime package consumers. - Done: preserve asteroid belt runtime state on typed asteroid rows: damage, respawn timers, and miner accumulator references.
- Done: persist the actual galaxy generation seed in typed run state, so future Continue/restore work has a reproducible topology body before applying current-zone/entity snapshots.
- Done: preserve entity snapshot item-instance facts for equipment, cargo-bay, and docking-bay slot rows: item key, quality, durability, and quantity now survive canonical state and Unity package readback.
- Done: preserve item enabled state on typed loadout items and entity item slots, so disabled equipment is no longer only runtime blueprint state.
- Done: preserve cargo bay contents, docking bay contents, and docking bay child assignments in typed entity snapshots.
- Done: preserve aggregate entity visibility and visibility-source count in
typed entity snapshots, so
Entity.VisibilitySourcesno longer hides untyped session pressure. - Done: preserve entity contact rows for gathered info, hostility, and visible classification, so detection/contact state is typed snapshot data instead of only reactive runtime collections.
- Done: preserve dropped world-pickup rows in typed zone snapshots. Run
checkpoints now carry pickup index, position, velocity, item key, quality,
durability, quantity, and package readback through
AetheriaRuntimeZoneStateSnapshot.DroppedPickups. - Done: lower typed dropped-pickup zone rows back into live scene pickups on
zone load.
AetheriaRuntimeZoneStateSnapshot.RecordKeypreserves the exact typed zone identity, andActionGameManagerrestores only the matchingRunId + ZoneIndexpickup rows throughZoneRenderer.DropItem. - Done: replace the main-menu null
Continuebutton with a typed run-state entry point.MainMenureads availableAetheriaRunStaterecords throughAetheriaRuntimeCatalogStore, selects the newest run, regenerates the galaxy from the saved generation seed, and passes the selected run toActionGameManagerso boot enters the saved current zone and lowers typed pickup rows. - Done: restore the current zone's entity graph from typed state during
Continue boot. Package entity readback preserves
AetheriaEntitySnapshotrecord identity, andActionGameManagerresolves the exactRunId + ZoneIndexentity-record prefix, removes generated zone entities and their agents as Continue authority, lowers all typed entity snapshots through the existing construction blueprint path, restores hull, equipment, cargo, docking contents, weapon groups, position, direction, velocity, shutdown override, heatsink toggle, tractor power, heatstroke/hypothermia exposure, active consumable item/timer rows, typed stat grids for temperature, thermal mass, armor, max armor, and hull-conductivity axes, then reconnects target/contact rows among restored entities, restores child/docking relationships from typed child keys and docking-bay assignments, restores typed weapon and behavior runtime rows into live behavior instances, and binds the saved current entity byAetheriaRunState.CurrentEntityKeyso Continue restore follows exact typed entity identity instead of reconstructing the player ship from an integer slot. Canonical run state and package runtime snapshots no longer keep the old current-entity slot field; the package reader only synthesizes the key from older stored runs, and the pending commit reader only synthesizes it from older queued run checkpoints, when those compatibility seams are encountered. - Done: project run checkpoint entity snapshots from the flattened live
entity graph, not only
Zone.Entities, so docked child ships can receive typed entity records and stable child/docking references instead of disappearing from the.zonereplacement graph. - Done: complete typed runtime behavior factory construction and snapshot coverage for the live mutable behavior families. Articulated weapon kinds restore through typed weapon rows, mutable non-weapon kinds restore through typed behavior rows, and generic progress kinds project through the shared progress path. Remaining work in this lane is catalog-field coverage, not a missing runtime behavior owner.
- Done: capture old
-
Runtime cutover
- Done: add a Unity-facing typed catalog read facade and smoke proving it can
read the materialized
.cccatalog plus Eve surface without the legacy catalog reader. - Done: move
Galaxyfaction selection and name generation to the typed runtime catalog; legacyFaction/NameFilecatalog entries no longer decide generated sector factions or zone names. - Done: move entity faction restore to
Galaxy.ResolveFactionByKeythroughEntityConstructionBlueprint.FactionKey, so typed loadout readback and entity construction resolve corporation identity by typed key only. The old blueprintFactionGUID compatibility field is deleted, and runtime entity/faction-relationship commits no longer rebuild faction keys from legacyFaction.IDGUIDs. - Done: delete
Faction.Allegiance,Galaxy.ContainsFaction(Guid), andGalaxy.ResolveFaction(Guid); galaxy/loadout faction relationship logic now usesAllegianceByKey,ContainsFaction(string), andResolveFactionByKeyonly. - Done: delete the temporary
Factionshell'sGeonameFileandBossHullGUID link fields; galaxy name generation and boss-zone eligibility useGeonameFileKeyandBossHullItemKey. - Done: move temporary
Factionequality, hashing, narrative constraints, sector display filtering, sector-map link/influence rendering, zone security ownership checks, and runtime faction-relationship ordering toFactionKey. The legacyFaction.IDprojection field is deleted from the temporary simulation shell. - Done: move package and canonical manufacturer/corporation/name-file lookup
to typed keys (
ManufacturerKey,CorporationKey,GeonameFileKey, andNameFileKey), and move loadout manufacturer-distance weighting toGalaxy.ResolveFactionByKey, so loadout code no longer parses manufacturer legacy GUIDs to find faction influence. - Done: move
LoadoutGeneratorweighted candidate selection, hardpoint fit, station bay fit, cargo/capacitor fit, selected-item reuse, hull/category, hull type, hull conductivity setup, and behavior-kind prefilters onto typed runtime catalog rows; selected item instantiation now receives typed rows directly. - Done: replace
LoadoutGenerator's legacy DTO generic selectors with private typed candidate-kind selectors, so loadout code no longer asks forHullData,GearData,CargoBayData, orEquippableItemDataas candidate-selection authority. - Done: add package-owned
AetheriaRuntimeItemCategoriestokens and move runtime category checks offnameof(ConsumableItemData),nameof(HullData),nameof(WeaponItemData), and scattered raw category strings in gameplay/loadout/docking classification. - Done: remap imported item definition
Categoryvalues from legacy union class names to stable typed tokens, regenerateGameData/aetheria-world.cc, and add a verifier guard that fails if item categories contain old*DataDTO names. - Done: delete unused
TradeMenuDebug; the old debug uGUI trade path no longer hydrates typed trade rows back into legacyItemDataobjects. - Done: move surviving trade menu size, hardpoint, and behavior filters onto
typed catalog row prefilters before row-level
ItemDatahydration. - Done: move trade menu row presentation for name, mass, price, size,
hardpoint type, commodity subtype, hull-owned counts, and behavior-kind
filtering onto typed
TradeRowfields. - Done: demote TradeMenu behavior filters from
BehaviorDataTypeauthority to typed behavior kind keys matched against typed payloads;BehaviorDatareflection remains only for temporary filter labels and dynamic column metadata. - Done: move trade menu buy price, ship-hull classification, and simple commodity stack-size decisions onto typed catalog rows; inventory transfer and ship construction are daemon-owned runtime mutations.
- Done: route trade purchase mutation through typed daemon operations.
TradeMenustill presents typed trade rows and calculates display prices, but no longer subtracts credits, transfers purchased cargo, or constructs purchased ships directly. The daemon owns the purchase mutation and typed run checkpoint. - Done: make docked sale a daemon-owned atomic economy transaction. The command identifies only the seller cargo cell and quantity; the daemon derives the dock parent, instance-sensitive catalog value, payout, and first fitting typed station-stock placement. Generic Eve action rows are derived availability levers. Clients cannot name a station, payout, or destination stock cell, and a rejected placement changes neither cargo nor credits.
- Done: move TradeMenu dynamic behavior columns onto typed behavior payload
fields; the menu no longer hydrates
ItemDataorBehaviorDatafor row display, filtering, sorting, or buy decisions. - Done: move action-bar consumable drop binding, activation command, and
active-duration fill onto typed catalog item IDs; legacy
ConsumableItemDatais now only a compatibility fallback because the current mapped legacy catalog contains no consumable item rows. - Done: move player camera articulation grouping for equipped non-launcher
weapons onto typed behavior-kind rows instead of runtime
BehaviorDatatype inspection. - Done: import typed thermal bounds and move schematic HUD heat-fill ranges onto typed catalog rows.
- Done: move schematic HUD weapon-row classification onto typed behavior-kind
rows; runtime
Weaponinstances remain the owner for live ammo/cooldown display values. - Done: move target HUD hitpoint fill denominator onto typed hull durability; live hull item durability remains the numerator/runtime damage owner.
- Done: import typed item specific heat and move
ItemManagergeneric mass, thermal-mass, and crafted-price helpers onto typed runtime catalog rows. - Done: import typed thermal performance curve keys and move PropertiesPanel thermal curve presentation onto typed catalog rows; incomplete typed rows use a neutral fallback curve instead of hydrating legacy thermal DTOs.
- Done: move PropertiesPanel runtime behavior stat display and damage-range
curves onto typed behavior payload fields, and delete the explicit
Inspect(ItemData)projection inspector after moving trade row inspection onto typed runtime catalog rows. - Done: replace the PropertiesPanel stat modifier class-name check with the
package-owned typed
StatModifierbehavior kind. - Done: demote PropertiesPanel weapon damage-range payload matching from
BehaviorDataTypeauthority to package-owned typed weapon behavior metadata. - Done: move PropertiesPanel generic behavior stat display off
BehaviorDatareflection and onto package-owned typed behavior display metadata keyed by behavior kind and payload field key. - Done: complete package-owned typed behavior metadata coverage for live
Heat,MiningTool, andThermotogglepayload fields plusSwitchandTriggershell kinds.PropertiesPanelandTradeMenuno longer silently drop those typed behavior families, and temperature-bearing payload values format through the runtime temperature unit. - Done: move TradeMenu behavior filter options, behavior family matching,
and dynamic behavior columns off
BehaviorDatareflection and onto package-owned typed behavior metadata. - Done: delete the dead
RuntimeInspectableattribute and annotations after the UI behavior metadata owner moved into the typed runtime package. - Done: remove the loot pickup presentation fallback to legacy
ItemData; typed category/name rows now decide pickup visuals and scan labels, and missing typed rows render generic unknown gear pickup presentation. - Done: import typed hull prefab paths and move
ZoneRendererentity scene instantiation onto typed hull rows; legacyHullDatano longer chooses zone entity prefabs or station compass classification. - Done: move
EntityInstancehull shape and hardpoint presentation/damage masks onto typed catalog rows; legacyHullDatano longer supplies hull shape or hardpoint lists to scene entity instances. - Done: move
InventoryPanelentity-grid hull shape/interior rendering and thermal overlay masking onto typed catalog rows; legacyHullDatano longer supplies equipment-grid display geometry. - Done: move
EquippedCargoBaycargo geometry, item fit shape, simple stack limits, cargo mass, cargo thermal mass, andInventoryPanelcargo-grid lowering onto typed catalog rows; legacyCargoBayDataremains only in later simulation projections such as behavior construction. - Done: import docking bay max ship size into typed item rows and move
EquippedDockingBay.MaxSizeonto the typed runtime catalog row; legacyDockingBayData.MaxSizeis no longer the runtime docking-limit owner. - Done: move
EquippedItem.InsetShapeconstruction onto typed hull and item shape rows; legacyHullData.Shape/EquippableItemData.Shapeno longer decide equipped-item temperature footprint geometry. - Done: move
EquippedItemandConsumableItemEffectbehavior construction offData.Behaviorsand onto typed runtime behavior payload construction. - Done: route
EquippedItemandConsumableItemEffectbehavior instance creation throughItemManager.CreateRuntimeBehaviors; behavior reads now go throughRuntimeBehaviorDefinition. - Done: move the temporary behavior config constructor map from legacy union keys to typed behavior payload kind strings; union keys remain migration provenance only for this runtime path.
- Done: move
StatModifierbehavior requirements and behavior-stat targets offEquippableItemData.Behaviorsand oldBehaviorDatasubclass identity checks. Live behaviors carry typed payload kinds, andStatModifiermatches those kind strings for target and requirement selection. The obsolete item-DTO stat target branch is deleted because the live equippable item DTO hierarchy has no activePerformanceStatfields. - Done: move
StatModifiertarget and requirement lookup onto the live equipped behavior instances. It now modifies thePerformanceStatobjects actually held by runtime behaviors instead of rebuilding temporary config DTOs from the catalog. - Done: delete the generic
BehaviorPayloadReader.Guid(...)helper fromItemManager; migrated behavior payload legacy-ID fields now cross the runtime bridge only through the explicitItemKey(...)projection. - Done: move
StatModifierbehavior kind/family matching ontoAetheriaRuntimeBehaviorMetadataCatalog; the behavior only normalizes migrated*Datatokens before asking the package-owned metadata owner. - Done: move live behavior identity reads onto
Behavior.KindandBehavior.Group, so state snapshots, weapon snapshots, progress rows, stat-modifier matching, and behavior grouping use runtime instance identity. - Done: move TurretController's weapon range/velocity reads off
weapon config casts and onto
Weapon.EvaluateRange/EvaluateVelocity; copied weapon range and velocity fields are owned by the weapon runtime. - Done: move projectile, hitscan, beam, lightning, and mine effect damage
type reads off weapon configs and onto
Weapon.DamageType; effect managers consume live weapon metadata instead of config DTO fields. - Done: move weapon effect prefab lookup and constant weapon visual startup
off
InstantWeaponData/ConstantWeaponData;EntityInstancecaches managers byWeapon.EffectPrefab, and constant effect managers consume liveConstantWeaponstats. - Done: move thruster particle prefab lookup off
ThrusterData;ShipInstancenow consumesThruster.ParticlesPrefab, so the renderer reads live behavior metadata instead of the temporary config bridge. - Done: move AetherDrive particle prefab lookup off
AetherDriveData;ShipInstancenow consumesAetherDrive.Particles, and the publicDriveDataescape hatch has been removed. - Done: move guided missile profile reads off
LauncherDataandGuidedWeaponData;GuidedProjectileManagernow consumesWeapon-owned target mode, curve keys, dodge frequency, and evaluated thrust/top-speed values. - Done: move HUD ammo display reads off
WeaponData;SchematicDisplayconsumesWeapon.AmmoItemKey,Weapon.MagazineSize, andWeapon.UsesAmmo, and the publicWeaponDataescape hatch has been removed. - Done: stop
Weapon,InstantWeapon,ConstantWeapon,ChargedWeapon, andLockWeaponfrom retaining runtime config subclasses; weapon-family constructors now copy stats, curves, ammo/reload data, guided projectile profile fields, burst/cooldown fields, charge multipliers, and lock parameters into runtime-owned fields. - Done: delete dormant legacy item audio reads in
EntityInstanceand stale commented thruster sound-trigger code; those paths had no live output and therefore earned deletion rather than a new runtime metadata owner. - Done: move runtime orbit parent/phase/distance/fixed-position reads off
OrbitConstructionData;Zone,ActionGameManager, andZoneRendererconsumeOrbitruntime properties, and the oldOrbit.ToData()construction capture bridge is deleted. - Done: move orbit phase evaluation off
OrbitConstructionData; runtime zone updates, asteroid transforms, and generator rosette spacing now useOrbit.Evaluate, leavingOrbitConstructionDataas a construction input only. - Done: move orbital runtime entity ownership from the old DTO-shaped
OrbitDatascar all the way ontoOrbitKey; the obsoleteOrbitIdintermediate field is gone, and runtime entities now resolve throughZoneinstead of exposing wrapper orbit GUID authority. - Done: move patrol/tow orbit targets onto typed orbit keys:
PatrolOrbitsTask,MoveToOrbitState, andStationTowingnow retain keyed orbit references, andZoneowns orbit-key parsing/resolution for agent orbit movement. - Done: move live asteroid-belt simulation, scanning, and mesh setup reads
off
AsteroidBeltConstructionData;Zone,ResourceScanner, andAsteroidBeltUIconsumeAsteroidBeltruntime asteroid/resource/orbit properties, and the oldAsteroidBelt.ToData()construction capture bridge is deleted. - Done: move live planet mass/orbit/gravity reads off
BodyConstructionData;Zonegravity evaluation andZoneRendererconsumePlanetruntime properties, and the oldPlanet.ToData()construction capture bridge is deleted. - Done: move typed zone orbit snapshot projection off
construction-blueprint orbit rows; run checkpoint commits now project current
Zone.Orbitsruntime wrappers into typed orbit snapshot rows. - Done: move typed zone body snapshot projection off
BodyConstructionDataandAsteroidBeltConstructionData; run checkpoint commits now projectPlanetandAsteroidBeltruntime wrappers, including body resources, asteroid runtime damage/respawn/miner accumulators, and gas/sun visual fields. - Done: move visited-sector summary counts off construction-blueprint
body/entity DTOs;
SectorRenderernow counts planets, belts, gas giants, stars, stations, turrets, and ships fromGalaxyZone.Contentsruntime wrappers and live entities. - Done: delete
GalaxyZone.RuntimeBlueprintas a persistent zone-side cache; unvisited zone generation now feeds theZoneconstructor directly, and visited zone state is owned byGalaxyZone.Contents/Zone.CaptureBlueprint. - Done: delete the
Zone.PlanetsBodyConstructionDatashadow dictionary; orbit targeting, resource scanning, and zone capture now readPlanetInstancesandAsteroidBeltsruntime wrappers, with DTOs retained only as construction/capture payloads. - Done: move
ZoneRendererbody classification offBodyConstructionDatasubclasses; zone rendering now walks runtime orbits and lowersPlanet,GasGiant,Sun, andAsteroidBeltwrappers directly. - Done: remove public
GasGiantConstructionData/SunConstructionDatahandles from runtime wrappers; wave and light calculations now use copied wrapper fields after construction. - Done: move saved loadout template ownership off
EntityConstructionBlueprint;ActionGameManagerkeeps typedAetheriaRuntimeLoadoutTemplateSnapshotdocuments and projects blueprints only for pricing, instantiation, and commit boundaries. - Done: rename
RuntimeZoneBlueprinttoZoneConstructionBlueprint, delete retained construction-payload state fromZone, and delete the unused construction-capture bridge;Zonenow keeps radius/mass as copied runtime facts after construction. - Done: delete the legacy
Behaviorslists fromConsumableItemDataandEquippableItemData; item DTOs can no longer carry behavior config state. - Done: move runtime blueprint price aggregation and conductivity restore
geometry onto typed runtime item price and hull shape rows; legacy
ItemData.PriceandHullData.Shapeno longer own those blueprint paths. - Done: move runtime blueprint item cloning off
ItemDatahydration and onto typed runtime item rows;ItemManager.Instantiatenow clones simple commodities, crafted items, consumables, and equippables fromAetheriaRuntimeCatalogItemidentity and facets. - Done: delete dead runtime blueprint behavior-private persistence:
PersistedBehaviors,IPersistentBehavior, andPersistentBehaviorDatano longer exist, so behavior state cannot smuggle itself through the blueprint projection path. - Done: delete the runtime item DTO hydration bridge;
ItemManager.GetData,ItemManager.Hydrate, the old projection reader item DTO API, the redundantAetheriaRuntimeItemCatalogcache wrapper, andRuntimeItemReference.Projectionare gone. - Done: move final
Entity.ItemFits,TryFindSpace,TryEquip, andTryUnequipgear occupancy/mass deltas onto typed catalog rows for item shape, hull shape/interior, hardpoint masks, cargo/docking category, and mass/thermal mass. - Done: move
LoadoutGeneratorselected item birth onto typed runtime item rows viaItemManager.CreateEquippableInstance; generated hulls, cargo, docking bays, controllers, capacitors, reused gear, and station inventory no longer hydrateEquippableItemDataprojections merely to instantiate. - Done: import typed conductivity and hull physical facets, regenerate the
checked-in
.cccatalog, and moveEntity.MapEntity,Entity.UnoccupiedSpace, grid-offset placement, andEntity.UpdateTemperatureonto typed runtime hull rows. - Done: move entity default naming onto typed hull rows and delete the
entity-level
HullDataproperty that only preserved legacy name hydration. - Done: move unequipped
ItemManager.Evaluatedurability/name inputs onto typed runtime item rows; legacyEquippableItemData.Durabilityno longer owns that stat-evaluation path. - Done: move new equippable instance durability initialization onto typed runtime item rows.
- Done: move
EquippedItemconductivity and max-durability performance/wear inputs onto typed runtime item rows. - Done: move
EquippedItemthermal performance evaluation onto typed runtime item thermal bounds and curve keys; missing typed curve/range data uses a neutral runtime default. - Done: import typed thermal resilience and move equipped-item wear scaling
off
EquippableItemData.ThermalResilience; missing typed resilience uses a neutral runtime default. - Done: import typed audio parameter stat bindings and move equipped-item
Wwise parameter updates off
EquippableItemData.AudioStats; missing typed audio stat bindings produce no parameter updates. - Done: add typed consumable stackability, duration, and effectiveness curve
fields and route action-bar consumable activation/runtime evaluation
through typed item rows; verifier records that the current mapped catalog
has
0consumable item rows, so future consumable content still needs typed coverage. - Done: delete
Entityconsumable activation overloads that acceptedConsumableItemData; active lookup uses item keys and activation commands accept typed runtime catalog rows only. - Done: delete dead
Entity.GetBehaviorData<T>()and stale commented switch/trigger/axis behavior-query helpers; entity-level behavior queries expose live behavior instances, not DTO config. - Done: import action-bar icon resource paths into typed item definitions and
move
ActionBarSlotcustom gear icon lookup onto typed runtime item rows. - Done: move
Shipdrag, combat/turret predicted shot height, and thruster torque geometry onto typed hull facets and typed shape masks. - Done: delete the console
givecommand instead of preserving a debug operator path that hydrated typed item rows back into legacy item DTOs. - Done: delete
ItemManager.GetCatalogEntries<T>after all live callers moved to typed catalog selection. - Done: delete
ILegacyItemCatalogReader.GetAll<T>and the type/global indexes insideLegacyItemCatalogCache; the legacy cache is now only a pull-fed GUID lookup bridge. - Done: remove
GameData/NameFile/*.msgpackfrom Unity runtime legacy catalog boot; typed name files now own runtime names, and old name files remain migration inputs only. - Done: narrow
ILegacyItemCatalogReaderandDatabaseLink<T>toItemData;LegacyItemCatalogCacheignores non-item entries fromAetherDB.msgpack. - Done: replace
ActionGameManagercache bootstrap with the typedAetheriaRuntimeCatalogSnapshot; deleteLegacyItemCatalogBoundary,LegacyItemCatalogCache, and the runtime MessagePack deserializer path. - Done: demote
DatabaseEntryandDatabaseLink<T>from MessagePack union/object shapes to plain runtime identity/link helpers. - Done: rename live Unity projection helpers from
DatabaseEntry,DatabaseLink<T>, andInspectableDatabaseLinkAttributeto runtime projection names, and move the oldServerShared/CultCachefolder toServerShared/RuntimeProjection. - Done: rename the surviving runtime DTO identity base from
RuntimeCatalogEntrytoRuntimeItemProjectionEntry. - Done: delete the
RuntimeItemProjectionEntrybase after item DTO hydration was removed; survivingItemDataDTOs own only their local legacy GUID. - Done: delete unused
InspectableRuntimeCatalogLinkAttributemetadata from runtime DTOs; link inspection no longer masquerades as catalog authority. - Done: delete the empty
RuntimeProjection/Serializationfolder marker and unused projection-era attributes (GlobalSettings,RangedFloat,Tooltip,Name, and the commentedExternalEntry) from live Unity source. - Done: replace behavior union reflection with an explicit runtime catalog
behavior map and remove all live
Union(...)annotations. - Done: demote agent task runtime shapes from MessagePack object/key/union metadata to plain in-memory DTOs.
- Done: demote legacy player, faction, name-file, galaxy-map-layer, and narrative helper DTOs from MessagePack metadata to plain runtime/inspector shapes.
- Done: delete remaining item/behavior DTO MessagePack field metadata and
the follow-on
LegacyPayloadKeyAttribute; no liveAssets/Scriptssource depends on Newtonsoft, RethinkDB, bespoke save-file serializer symbols, or legacy payload-key annotations. Remaining package-level MessagePack usage is the typed CultCache.cctransport boundary, not a gameplay save format. - Done: delete dead
PlayerDataandGalaxyMapLayerDatacatalog roots, and remove legacy catalog group/table annotations from surviving runtime DTOs. - Done: move loadout generation's selected-item instantiation onto typed runtime item rows; typed catalog filtering remains the selection owner.
- Done: remove stale main-menu/editor database vocabulary from Unity UI surfaces; galaxy generation now reports typed catalog loading.
- Done: remove the stale
MessagePackassembly reference fromAetheria.Shared.Unity; the remaining MessagePack reference is contained in the typed state package's.ccreader. - Done: convert domain references from GUID/base-class patterns to
typed record refs. Item instances, cargo inventory indexes, weapon ammo
references, item-use behavior references, and runtime commit item/hull
surfaces now carry typed item keys. Runtime behavior resource-scanner and
mining-tool body references are named and serialized as typed body keys
through commit/readback state, with the behaviors retaining keyed runtime
state directly and
Zoneowning key-indexed runtime lookup. Patrol/tow orbit task targets now also retain typed orbit keys withZoneowning orbit-key resolution. Orbital runtime entities and runtime construction blueprints now also retain typedOrbitKeyvalues, withZoneowning orbital movement and dock-camera parent-orbit resolution for that seam. Renderer, intro-cutscene, andResourceScannerorbit readers now also consume the wrapperOrbitKeyedge instead of wrapper GUID orbit fields.Planet,AsteroidBelt, andOrbitruntime wrappers no longer retain GUID identity sidecars; they keepBodyKey/OrbitKey/ParentOrbitKeyplus their runtime object links.Zoneno longer keeps GUID-to-body lookup dictionaries or theGetBodyKey(Guid)bridge. Zone construction data and generator handoff now carry typed orbit/body keys directly, and the remaining agent-task shell placeholders also retain typed string keys rather than raw GUID fields. The only surviving GUID use in this lane is local key minting during zone generation, not runtime reference authority. - Done: delete the
ItemInstance.ItemIdlegacy-GUID projection; diagnostics now reportItemKeyso item instances expose only typed item-key identity. - Done: delete
Entity/EquippedCargoBaycargo and consumable GUID lookup overloads; transfer, count, active-consumable, and first-item APIs now expose item-key contracts only. - Done: delete the runtime catalog raw-GUID string fallback and unused
reverse legacy-GUID projections from
AetheriaRuntimeItemReference; catalog lookup accepts canonical item keys only. - Done: move action-bar consumable bindings off
Target.LegacyIdparsing; they read the typed runtime rowItemKeydirectly for HUD fill/count and runtime commit projection. - Done: move zone body resource dictionaries from legacy item GUID keys to
typed item-key strings; runtime body resource commit projection no longer
calls
FromLegacyId. - Done: move resource scanner targets and mining tool asteroid belts to typed body-key runtime commit fields; raw body ID command-document fields are deleted.
- Done: delete the old
ItemData/EquippableItemData/HullData/WeaponItemDataDTO hierarchy from live Unity source; shared runtime geometry/stat primitives now live inRuntimeGeometry.cs.
- Done: add a Unity-facing typed catalog read facade and smoke proving it can
read the materialized
-
Mesh host
- Replace the old RethinkDB/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.
- In progress: the Unity state client can now open an explicit remote
replica with
AetheriaRuntimeVerseClient.OpenRemoteAsync. Snapshot reads arrive through CultMesh and non-primary writes route to the daemon shard; the local.ccscene adapter is no longer described as a live daemon transport. The remaining proof is a separately running daemon, observed receipts, and PlayMode reconciliation in an EveUnity-owned client. - Done: publish committed facts for every applied or rejected daemon command, including operation-level rejection. The remote Unity adapter correlates those facts by command ID and emits a terminal receipt only after the synchronized game surface reaches the fact's source frame.
-
Eve UI
- Done: publish the typed catalog operator surface from
Aetheria.State. - Done: stage the Eve surface contract DTO package and UI Toolkit lowering package as importable Unity packages, then move their shared home into the neighboring Eve repo once that worktree was clean.
- Done: teach the embedded Unity state package to read
gamecult.eve.surfacerecords from the.ccstore into that shared contract. - Done: add
org.gamecult.aetheria.eve-runtimewith aUIDocumentpresenter that mounts typed Eve surfaces fromGameData/aetheria-world.ccthrough UI Toolkit without giving the renderer state authority. - Done: add the Unity editor
Aetheria/CultUI/Live Composition Surfaceauthoring window. It rebuilds a draftEveSurfaceDocumentin editor memory, lowers it through the shared Eve UI Toolkit path, and emits provider-builder code for menu work; it does not publish state, accept commands, or become a menu authority. - Done: add a shared file-owned debug CultUI surface at
GameData/cultui-debug-surface.cultui. Unity can mount it throughAETHERIA_EVE_FILE_SURFACE_PATH/AetheriaEveFileSurfacePresenter; Electron reads and watches the same file through IPC and lowers it in the RTS side panel. The file owns only debug composition; daemon/provider surfaces and command acceptance remain separate authorities. - Done: publish renderer-emitted Eve commands as typed
gamecult.eve.command.v1records, separate from runtime state commits so only the daemon-owned provider bridge accepts commands it owns. - Done: add the provider-owned Eve command bridge that accepts observed Eve commands, validates provider/surface/command templates, invokes the current refresh handlers, republishes accepted surfaces, rejects unknown commands, and records typed command acceptance status.
- Done: delete provider-side Eve command emission from
AetheriaEveCommandBridge; renderer/runtime requests submit throughAetheriaRuntimeEveCommands, while the provider bridge only validates, applies, reports, and deletes accounted commands. - Done: replace the old pending-lane private raw MessagePack payload files
with CultCache-shaped command documents.
AetheriaRuntimeCultCacheDocumentStoreowns the temporary envelope writer/reader until the Unity package can use generated CultCache serializers directly. - Done: extend the command bridge beyond refresh commands for the first
mutating settings surface; player-settings Eve commands now mutate
canonical
AetheriaPlayerSettingsand republish the provider-ownedaetheria.player_settingssurface. - Done: wire the presenter into runtime through
AetheriaEveRuntimeBootstrapso the operations surface mounts as a UI Toolkit surface after scene load. - Done: delete the concrete uGUI debug console path:
ConsoleView,ConsoleController, theARPG.unityscript binding, andActionGameManagerdebug command registrations. Refresh commands now use the Eve command bridge; future gameplay/editor commands must add provider-owned Eve handlers instead of reintroducing renderer-local text command execution. - Done: delete the uGUI
FieldTesterdebug panel and itsFieldShieldTest.unityscript binding. Future field prototype controls should be provider-owned Eve/prototype commands or local simulation code, not aPropertiesPanelmutatingFieldDriverdirectly. - Done: delete
PropertiesPanelreflection write authority. The legacy inspector can still project object fields for display, butreadWritemode andFieldInfo.SetValuemutation are gone; renderer-local object edits must become provider-owned typed commands or local simulation code. - Done: route runtime simulation tuning controls through typed daemon operations. UI fields for entity override shutdown, per-item override shutdown, thermotoggle target temperature, and entity shutdown performance now send daemon requests instead of writing simulation objects directly. The item override-shutdown bit is part of the typed loadout/entity item-slot state so the daemon checkpoint spine can see what the simulation sees.
- Done: route hull conductivity toggles through typed daemon operations.
InventoryPanelrequests conductivity edge toggles; the daemon mutatesEntity.HullConductivityand publishes the typed run checkpoint that projectshull_conductivity_xandhull_conductivity_ygrids. - Done: route inventory entity renames through typed daemon operations.
InventoryPanelmay collect the name in a dialog, but the daemon owns the entityNamemutation and typed entity snapshot checkpoint. - Done: route weapon group membership changes through typed daemon
operations. The old
WeaponGroupAssignmentuGUI shell and its prefab chain have been deleted; the daemon owns the membership mutation and typed checkpoint outright. - Done: route action-bar drag/drop bindings through typed daemon operations, and restore them from typed run-state descriptors when the current entity changes or a typed continue run rehydrates the session. Runtime UI may still lower the action bar, but the daemon owns both the binding mutation and the rebind path back onto the live current entity.
- Current generic action-bar authority: Aetheria publishes semantic actions,
provider icon asset keys, availability, typed live values, and initial
action-bar suggestions. EveUnity lowers those documents into buttons,
held controls, view-direction controls, and explicit scalar fields; it
submits only through advertised operations. Physical bindings, slot order,
and user overrides belong to the Eve client profile. The older
daemon-persisted
ActionBarBindingdescriptors are no longer an owner for generic clients; they remain a fossil-client compatibility path awaiting deletion when generic binding persistence is available through CultMesh. Aetheria gameplay objects and Unity gear behaviors are forbidden writers. - Done: route inventory double-click transfer and drag/drop placement
through typed daemon operations.
InventoryMenuandInventoryPanelno longer drop items, remove cargo, unequip gear, equip gear, or store cargo directly for those UI paths; they ask the daemon to commit cargo-to-cargo, cargo-to-equipment, equipment-to-cargo, or equipment-to-equipment movement and then refresh display. uGUI still owns the presentation shell for now, not the inventory mutation. - Done: route docked current-ship selection through typed daemon operations.
InventoryPanelmay request a selected docked player ship and update the button color, but the daemon ownsCurrentEntity,DockingBay.DockedShip, and the typed checkpoint. - Done: delete client-owned loot pickup submission. Tractor power influences Ymir motion; after that step the daemon alone compares live ship/pickup XZ positions and may mutate cargo or remove a pickup. Ymir contact facts, Unity collision callbacks, and the retired serialized command payload have no writer authority.
- Done: route entity destruction through typed daemon operations.
EntityInstanceobserves hull death and may spawn the local destruction effect, but the daemon owns equipment/cargo drop decisions, zone entity removal, and the typed run checkpoint. Dropped world pickups are now projected into typed zone snapshot state and lowered back into live scene pickups by exact typed zone record key during zone load. - Done: replace the main-menu gameplay/graphics settings screen with a
locally lowered UI Toolkit projection of the shared
aetheria.player_settingsEve surface contract. The menu shell still owns entry/exit flow, but the daemon now owns surface command semantics through typed Eve player-settings commands. - Done: move the main-menu player-name field into the shared
aetheria.player_settingsEve surface contract.MainMenuno longer owns a special-case text field; UI Toolkit lowers the shared Eve text control and the daemon owns the typed player-settings command. - Done: replace the whole main-menu shell with Eve-owned UI Toolkit
surfaces. Root navigation and settings/input pages now lower through a
single Eve host instead of the old
PropertiesPanel/fade shell. The menu remains a client-side projection: the Aetheria daemon owns Verse state and Unity renders and submits commands. The input page now reports typed state and opens the live runtime Eve input screen in the in-game overlay instead of the old drag/drop uGUI remap shell. The fake audio page is deleted until audio has a typed state owner. - Done: replace the live runtime input remap screen with an Eve-owned UI Toolkit surface that still calls into Aetheria's low-level InputSystem remapping layer through typed player-settings commands.
- Done: replace the sector-map zone details panel with an Eve-owned UI
Toolkit surface.
SectorRendererstill owns reveal/camera behavior, but zone inspection no longer rebuildsPropertiesPanelrows when the player clicks a zone.
- Done: publish the typed catalog operator surface from
- Done: replace the runtime in-game menu tab strip with an Eve-owned UI
Toolkit surface.
MenuPanelnow owns tab-content activation and tab metadata directly; the oldMenuTabButtoncomponent shell is gone. - Done: replace inventory background ship tuning with an Eve-owned UI
Toolkit surface.
InventoryMenustill owns click routing and the typed daemon operation owns mutation, but the oldPropertiesPanel.AddField("Shutdown Threshold", ...)path no longer owns that settings shell. - Done: replace the trade target-cargo selector popup with an Eve-owned UI
Toolkit surface.
TradeMenustill owns local target-cargo presentation state, but the oldContextMenu.AddOption(...)popup path no longer owns that selector shell. - Done: replace the inventory entity/bay/loadout dropdown popup with an
Eve-owned UI Toolkit surface.
InventoryPanelstill owns local display projection while daemon operations own entity/cargo selection plus loadout restore/save effects, but the oldContextMenudropdown tree no longer owns that shell. - Done: replace the remaining
TradeMenufilter-selector and row-action popups with Eve-owned UI Toolkit surfaces.TradeMenustill owns local filter state and the quantity dialog delegates to typed daemon purchase operations, but the oldContextMenudropdown/option tree no longer owns any live trade-menu shell. - Done: replace
TradeMenutyped-item inspection with an Eve-owned UI Toolkit surface. The surface still projects typed catalog facts from local trade rows, but spreadsheet row clicks no longer route through the oldPropertiesPanelshell. - Done: replace
InventoryMenucargo-item inspection with an Eve-owned UI Toolkit surface. Inventory still owns selected-cell highlighting, but cargo clicks no longer route throughPropertiesPanel.Inspect. - Done: replace
InventoryMenuequipped-item inspection with an Eve-owned Toolkit surface.InventoryMenunow owns weapon-group toggles, action-bar group binding, override shutdown, and thermotoggle controls directly; the old live-controlPropertiesPanelshell is gone from the inventory path. - Done: move the shared
org.gamecult.eve.surfaceandorg.gamecult.eve.unity-uitoolkitpackages into the Eve repo and retarget Aetheria to import them from there instead of carrying local staged copies. - Done: delete the old IMGUI DB inspector; it is no longer a blocker on the live UI migration path.
- Done: cut
ConfirmationDialogloose from genericPropertiesPanelinheritance. Runtime prompts still use local uGUI content prefabs for now, but the dialog only owns prompt text and text/integer entry instead of serializing the whole dead inspector field zoo. - Done: delete the dead generic
PropertiesPanel/PropertiesList/DropdownMenushell from live source plus serialized scene/prefab assets. - Then replace runtime HUD/menu/inventory/map screens.
- Purge
- Done: delete vendored RethinkDB.
- Done: delete root-level RethinkDB operator query notes; no old Rethink runbook remains as a live operational surface.
- Done: delete JsonKnownTypes.
- Done: delete Newtonsoft dependencies and attributes from live code.
- Done: delete the unused Unity Localization package and imported localization sample, removing the transitive Unity Newtonsoft package from the package lock.
- Done: delete old JSON backing stores.
- Done: delete the broken
Economy.Sharedwrapper and tracked build output. - Done: disable legacy local save, loadout, zone, player-settings, and keyboard layout writers; delete the DB inspector and NameFile export control instead of preserving warning-only editor surfaces.
- Done: delete the old
SavedGame/SavedZoneruntime save DTO and loader. - Done: remove the stale Unity
SaveState/SaveZonecommand names after their bespoke serializers were deleted. - Done: replace warning-only player settings, loadout, shutdown, and wormhole save paths with typed Eve/daemon command records accepted by the Verse daemon.
- Done: delete the
.cc.pendingruntime commit lane and its private raw MessagePack array protocol; canonical writes now happen behind daemon command acceptance. - Done: extend run checkpoint commands to carry current-zone and entity
snapshots into canonical
AetheriaZoneStateandAetheriaEntitySnapshotdocuments. - Done: delete
Aetheria.State.DrainCommands; bounded acceptance now usesAetheria.State.Daemon --onceso the Verse daemon remains the only command owner. - Done: move Eve request acceptance into
Aetheria.State.Daemonstartup and daemon ticking. - Done: publish Eve request acceptance health as typed CultCache state and an Eve operations surface.
- Done: publish Eve command acceptance health as typed CultCache state and include it in the operations surface.
- Done: move daemon Verse/service identity into typed
aetheria.verse_host_settings.v1, with provider advertisement and operations telemetry deriving from that daemon-owned host document. - Done: publish provider-owned player-settings controls as a typed Eve surface and advertise their command boundary through the provider ad.
- Done: publish an Eve provider advertisement so Odin/Eve can discover Aetheria surfaces and command boundaries through typed state.
- Done: make the daemon/provider advertisements derive from the shared
AetheriaRuntimeEveSurfaceCatalog, so Odin/Hermodr can index every known Aetheria Eve panel instead of only the daemon game/editor surfaces. - 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.csbakbackup source and unused Unity asset MessagePack formatters. - Done: demote keyboard layout DTOs from MessagePack shapes, delete the global scene-load MessagePack resolver hook, and remove the now-unused Unity-side custom MessagePack resolver/formatter source.
- Done: demote
PlayerSettingsand nested settings from MessagePack shapes after the legacy settings writer was disabled. - Done: delete the process-global runtime catalog resolver from
RuntimeCatalogLink<T>; item instances now carry item-definition identifiers andItemManagerowns hydration through the typed runtime catalog reader. - Done: collapse the old generic
RuntimeCatalogLink<T>abstraction intoRuntimeItemReference, an item-specific runtime projection reference owned byItemManager. - Done: demote
RuntimeItemReference.Valueto an item-definition id, then deleteRuntimeItemReference.Projection; item references no longer carry hydratedItemDataDTOs. - Done: add
ItemInstance.ItemIdas an intermediate runtime identity surface and move live runtime/UI/catalog lookup call sites off.Data.ItemId. The oldDatafield became compatibility backing state before it was deleted. - Done: add
ItemInstance.Referenceas the explicit item-reference API and move factories/cargo stacking off direct.Datacomparisons and assignments. - Done: rename
RuntimeItemReferencetoRuntimeItemDefinitionReferenceand delete theItemInstance.Datacompatibility field; this was the intermediate reference shape before typed item keys became the owner. - Done: rename
RuntimeItemDefinitionReferencetoAetheriaRuntimeItemReferenceand make the reference typed-key-first.ItemInstance.ItemKeyis now the primary identity surface;ItemIdis derived legacy compatibility for unfinished cargo and simulation paths. - Done: move
EquippedCargoBay.ItemsOfType, consumable activation lookup, action-bar consumable quantity/fill, item transfer lookup, and trade owned counts from derivedGuid ItemIdkeys to typedItemKeystrings. - Done: move weapon ammo and
ItemUsageconfig references from GUID fields to typed item-key fields. The derivedAmmoTypeandItemcompatibility properties have been deleted; runtime ammo consumption, item use, and HUD ammo counts useAmmoItemKey/ItemKey. - Done: make runtime commit item surfaces item-key-only through
ItemKey/HullItemKey; stale legacy-ID commit fields were deleted. Loadout items, action-bar targets, body resources, entity hulls, cargo contents, and active consumables now prove typed-key ownership in the Unity smoke without any item legacy-ID commit fields. - Done: add package runtime catalog lookup by canonical item key and move
Unity gameplay, HUD, inventory, trade, ship, and zone helper lookups off
ItemId/FindItemByLegacyIddetours. The Unity runtime package catalog snapshot no longer exposes item/corporation/name-file legacy-ID lookup; legacy lookup remains only as a canonicalAetheria.Statecatalog/migration inspection API. - Done: move server-shared weapon grouping, generated loadout previous-item
reuse, and hauling task item target identity off derived item GUIDs and
onto typed
ItemKeystrings. - Done: delete the shared runtime item catalog GUID index,
GetRuntimeItem(Guid)reader path,ItemManageritem-ID fallback, and unusedAetheriaRuntimeItemReference(Guid)constructor. Runtime item lookup is item-key-only outside explicit compatibility projection helpers. - Done: delete the dead
ItemManager.GetRuntimeItemProjection<T>bridge after loadout generation stopped hydrating selected typed rows intoEquippableItemDatamerely to instantiate equipment. - Done: rename the surviving runtime item read port from
IRuntimeItemProjectionReaderto an item-key-only typed catalog lookup, and rename behavior config methods to temporary behavior config construction so old projection vocabulary no longer implies item DTO authority. - Done: delete the temporary behavior-config reader path; the runtime catalog lookup now exposes typed item rows only.
- Done: rename the temporary behavior construction DTO family from
BehaviorData/*DatatoRuntimeBehaviorConfig/*Config; liveBehaviorinstances expose typed kind/group values while typed behavior kind strings such asCockpit,TurretController, andCapacitorremain stable catalog facts rather than class-name-derived selectors. - Done: remove the public
Behavior.Configruntime API; stat modifiers ask behavior instances for target performance stats instead of reflecting over exposed construction config objects. - Done: replace
ItemManagerbehavior config reflection with an explicit typed behavior-kind mapper. - Done: remove runtime config retention from the remaining weapon family;
all behavior subclasses now copy constructor config inputs into explicit
runtime fields instead of keeping
RuntimeBehaviorConfigsubclass instances alive as state. - Done: delete the no-payload
CockpitConfig,HeatStorageConfig,SwitchConfig,TriggerConfig, andTurretControllerConfigclasses.ItemManagernow constructs those behavior kinds directly from typed runtime behavior definitions rather than routing them through the temporary config bridge. - Done: delete the simple field-bearing
HeatConfig,EnergyDrawConfig,CooldownConfig,WearConfig,VisibilityConfig,ReflectorConfig,VelocityLimitConfig,VelocityConversionConfig, andItemUsageConfigclasses.RuntimeBehaviorDefinitionnow owns the typed field reads for those behavior kinds, and the live behaviors explicitly register their performance stats forStatModifier. - Done: delete
CapacitorConfig,ShieldConfig,MiningToolConfig,ResourceScannerConfig,ThermotoggleConfig, andThrusterConfig.RuntimeBehaviorDefinitionreads their typed stats, scalar flags, and prefab path directly, and live stat-bearing behavior instances explicitly register the performance-stat names used byStatModifier. - Done: delete
ReactorConfig,RadiatorConfig,SensorConfig, andStatModifierConfig.RuntimeBehaviorDefinitionnow reads their typed stats, curves, enum, scalar, and stat-reference fields directly, and live behavior instances explicitly expose the stat names used byStatModifier. - Done: delete
AetherDriveConfig.RuntimeBehaviorDefinitionnow reads rotor geometry, RPM/coupling/torque/energy/passive-coupling stats, torque curve, audio parameters, and particle prefab path directly. - Done: delete the weapon config hierarchy and the last
RuntimeBehaviorConfigbridge. Weapon-family behavior construction now reads common stats, instant/constant/charged/lock fields, and guided projectile profiles directly throughRuntimeBehaviorDefinition;BehaviorPayloadReader,BuildBehaviorConfig, and config reflection are gone from live Unity source. - Done: delete
LegacyPayloadKeyAttributefrom live Unity source after importer constants and explicit typed mappers became the only migrated field-key authorities. - Done: quarantine the vendored Unity
MessagePackassembly by disabling asmdef auto-reference; only explicit state-spine assemblies should see it while the Unity CultCache bridge still needs a low-level.cccodec. - Done: demote
ZonePack/EntityPacksave-payload names to construction blueprint vocabulary, and rename loadout collections away from save-payload vocabulary. These are now explicitly construction projections, not portable state authority. - Done: continue the zone demotion by renaming
RuntimeZoneBlueprinttoZoneConstructionBlueprint; the old intermediate name no longer appears in live Unity source. - Done: rename the old
EntitySerializerhelper toEntityConstructionBlueprintProjector; it captures/instantiates construction blueprint projections and no longer presents itself as a serializer or runtime-state owner. - Done: delete the unused
Zone.AddOrbit(OrbitConstructionData)construction-row writer; zone orbit construction flows throughZoneConstructionBlueprintonly. - Done: rename zone body/orbit construction DTOs to
BodyConstructionData/OrbitConstructionDataand moveZoneData.cstoZoneConstructionData.cs; the construction blueprint now exposesBodiesrather than a planet list that also contained belts, gas giants, and suns. - Done: demote Unity's live
PlayerSettingsruntime object toRuntimePlayerSettings;AetheriaPlayerSettingsremains the typed Verse state document owner, while Unity only keeps a session projection and sends typed player-settings commands. - Done: route input-screen binding/action-bar edits through named typed player-settings commands on the Unity runtime boundary, so the UI is no longer a direct writer of input binding or action-bar collections.
- Done: route main-menu graphics settings returns through the same typed
player-settings command path as gameplay settings, so graphics edits
no longer survive only as session-local
RuntimePlayerSettings. - Done: route main-menu player name, gameplay formatting, and graphics
preference edits through typed Eve player-settings commands. MainMenu
reads the
RuntimePlayerSettingsprojection for display, but no longer assigns its player/gameplay/graphics fields directly. - Done: lower the shared
aetheria.player_settingsEve surface contract directly insideMainMenuthrough UI Toolkit. The menu no longer owns a second bespoke gameplay/graphics widget tree for those settings; it lowers the shared document and dispatches command ids through typed Eve commands. - Done: delete
ItemManager's unused zone dictionary, commented corporation controller/galaxy-zone GUID caches, force-load GUID sketch, and dead time property sketch. ItemManager no longer pretends to own a zone/time cache while the runtime state spine owns durable state. - Done: delete the redundant
AetheriaRuntimeItemCatalog/IRuntimeItemCatalogReaderadapter layer.ItemManagernow reads item rows straight from the shared typed runtime catalog snapshot instead of rebuilding a duplicate lookup cache over the same item-key index. - Done: delete the dead runtime-projection reflection caches.
ReflectionExtensionsnow keeps only the live string-formatting helpers used by the surviving typed UI surfaces; it no longer scans loaded assemblies or keeps static type-cache dictionaries for the old inspector/projection path. - Done: delete the dead inspector-specialization metadata. Unused header/order/preferred-inspector attribute types and their stale annotations are gone.
- Done: delete the generic
PropertiesPanelreflection inspector fallback and the lastInspectable/EntityTypeRestrictionattribute cargo cult. Live item inspection stays on the typed item/property paths; there is no remaining runtime object walker generating UI from reflection metadata.
Verification
rg "Newtonsoft|JsonObject|JsonProperty|JsonConvert|JsonKnownTypes|RethinkDb|RethinkTable|DatabaseCache"is zero outside migration quarantine and docs.rg "DatabaseEntry|DatabaseLink|InspectableDatabaseLink|ServerShared\\\\CultCache" Assets Economy.*shows no live runtime ownership path.AetheriaRuntimeEnergySimulationowns the equipped capacitor/reactor/radiator network.AetheriaRuntimeThermalSimulationowns catalog-derived cell topology, equipment-local temperature/performance, shutdown, wear, conduction, and radiation. The daemon orders radiator pumping before reactor settlement and thermal conduction; client operations have no direct energy, heat, wear, or equipment-online writer. Radiator pumping reports its exact chain result, while emissive cooling remains the behavior's independent always-update path.AetheriaRuntimeThermalMedicalSimulationderives cockpit exposure, recovery, severe-risk crossings, and thermal death from the cockpit's canonical cells; all death causes use the same destruction commit. The Eve game surface publishes the resulting power, radiator, temperature, wear, offline-equipment, cockpit, risk, render-weight, and typed death facts. EveUnity now lowers the original severe heatstroke pulse and retained thermal death chronology into a renderer-neutral native sink frame, including an immediate settled result on reconnect rather than replaying stale death. Aetheria deterministically translates the five broken legacy thermal/death profiles into clean URP profiles and advertises those generated assets through its CultMesh CDN catalog. EveUnity resolves arbitrary typed native assets by semantic role, and the canonical client sink only binds profiles and applies normalized weights. Legacy SSR/AO/roundness equivalents, rotated equipment footprints, parent/child radiation, schematic composition, canonical render-pipeline activation, and rendered capture remain migration work rather than presentation authority.dotnet list package --vulnerable --include-transitiveis clean for active maintained projects.- CultCache smoke proves write, flush, reopen, query, and typed reference
resolution, including full player settings as the
PlayerSettings.msgpackreplacement, loadout templates as the.loadoutreplacement, and a run -> zone -> entity snapshot graph as the.zonereplacement. The zone smoke includes orbit/body rows for generated celestial state, and the entity smoke includes typed simulation stat grids, public entity session scalars, and active consumable timer rows, plus typed behavior progress rows forIProgressBehaviorsurfaces, typed weapon runtime rows, and typed sensor/radiator/reactor/capacitor behavior state rows. The Unity runtime smoke also proves package-owned readback of typed loadout templates from.ccrecords. It also provesaetheria.runtime_session.v1is advertised and survives reopen as the typed daemon-session signal. - 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
.ccstore 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
.ccstore through both the SDK-styleAetheria.State.Unityopener and the embedded package-owned read-only catalog opener, receiving the same package-owned runtime catalog read models without a MessagePack catalog cache, including typed item masks, interior masks, hardpoint definitions, corporation/name-file links, typed behavior payloads, and dropped world pickup rows in zone snapshots. It also proves the embedded package can read provider-owned Eve surface documents from the same CultCache store. The smoke proves legacy runtime snapshots can be imported into canonical typed settings/run/zone/entity state and cleared afterward, while renderer-emitted Eve commands stay typed command documents outside that legacy import lane. The smoke now inspects pending mailbox bytes directly and verifies each pending file is a CultCache store snapshot with a schema catalog and exactly one typed record. - Unity batchmode compile with Editor
6000.4.2f1is currently available and should be rerun after package/runtime C# edits; Unity may leave generated package metadata and project files that must be cleaned before commit. - Direct
dotnet build .\Assembly-CSharp.csproj --no-restoreis not currently a valid gameplay compile substitute: the generated Unity project references a missing root-levelGameCult.Aetheria.State.Unity.csprojinstead of the live package/state project path, so it fails before reaching the gameplay rename checks. - Unity batchmode compile with Editor
6000.4.2f1returned cleanly after the runtime catalog resolver cut;Logs/codex-unity-compile.loghas no compiler error hits. rg ".Data.Value|SetValue|GetCatalogEntry|IRuntimeItemCatalogReader|AetheriaRuntimeItemCatalog|BindRuntimeItemCatalog|ResolveRuntimeItemCatalog|private static IRuntimeItemCatalogReader"inAssets/Scriptsis zero for the old item value/catalog-entry/resolver path.- Live Unity source has no
RuntimeCatalogLink<T>orRuntimeCatalogLinkBase; item instances exposeItemIdandReference; the oldItemInstance.Dataidentity field is deleted. - Live Unity source has no
RuntimeCatalogEntryorRuntimeItemProjectionEntry. - Live Unity source has no
InspectableRuntimeCatalogLinkAttributeorLegacyPayloadKeyAttribute. - Unity batchmode compile also returned cleanly after disabling
MessagePackauto-reference;Assets/ScriptsandAssets/Editorhave nousing MessagePack,MessagePackSerializer,[MessagePackObject], orIMessagePackFormatterhits. Aetheria.State.Verifynow enforces the gameplay-source purity invariant: liveAssets/Scriptscannot contain MessagePack, Newtonsoft, JsonKnownTypes, RethinkDB, old database-link symbols, or serializer metadata. Package/import MessagePack usage remains explicitly bounded to CultCache transport and migration.Aetheria.State.Verifyalso fences the Unity package serializer boundary: MessagePack symbols may appear only in typed CultCache transport and document shapes until CultLib generated serializers become the Unity runtime owner.Aetheria.State.Verifyalso guards runtime faction identity ownership: construction blueprints cannot carry a legacy faction GUID, and runtime entity/faction commits cannot rebuildFactionKeyfromFaction.ID.Aetheria.State.Verifyguards galaxy faction relationships as typed-key-only: noFaction.AllegianceGUID dictionary, GUID faction containment, GUID faction resolver, orCorporationLegacyIdrelationship read may return to the liveGalaxy/LoadoutGeneratorpath.Aetheria.State.Verifyguards Unity runtime catalog lookup authority: package snapshots may expose typed-key lookup only, and runtime item/corporation/name-file DTOs may not publish legacy relationship fields; legacy-ID lookup remains quarantined in canonical migration/catalog inspection APIs.Aetheria.State.Verifyguards behavior body reference naming: resource-scanner and mining-tool runtime state surfaces useBodyKeyfields; old*BodyIdreadback names and generic legacy reference parsers may not return.Zone,Planet,AsteroidBelt, andOrbitnow own the runtime body/orbit key surfaces consumed byActionGameManagerprojection, so local body/orbit key formatters may not return there either.Aetheria.State.Verifyguards orbit-targeting agent runtime naming: patrol/tow task orbit references and move-state orbit targets useOrbitKeyfields, andZoneowns orbit-key parsing/resolution instead of agent-local raw GUID targets.Aetheria.State.Verifyguards temporaryFactionshell links: geoname and boss-hull relationships use typed keys, not legacy GUID projection fields.Aetheria.State.Verifyguards temporaryFactionidentity: equality, hashing, ordering, narrative checks, sector filtering/rendering, and zone security checks must useFactionKey; the legacyFaction.IDprojection field may not return.- Unity batchmode compile returned cleanly after the runtime blueprint rename;
live Unity source has no
EntityPack,ShipPack,OrbitalEntityPack,ZonePack,PackedContents,PackZone,EntitySerializer.Pack, orEntitySerializer.Unpackhits. - Entity construction blueprint projection no longer uses the
EntitySerializeror runtime-state authority names; live Unity source callsEntityConstructionBlueprintProjector. - Vendored Unity
MessagePackremains a low-level codec boundary only; its typeless contractless resolver now follows the sameNET_STANDARD_2_0dynamic-resolver guards asStandardResolver, so Unity batchmode cannot resurrect unsupported typeless dynamic code while compiling the quarantined assembly. - Vendored Unity
MSAGLdebug timing remains diagnostic-only;TimeMeasurernow requires the sameREPORTINGsymbol that definesMicrosoft.Msagl.DebugHelpers.Timer, soTEST_MSAGLcannot accidentally summon a missing debug dependency during Unity compilation. - Unity runtime settings projection is now
RuntimePlayerSettings; live Unity source has no standalonePlayerSettingsclass/property/method symbols. - Input binding and action-bar edits now send the same typed player-settings
command path as menu settings changes; the old
SaveLayoutruntime-only warning is gone. The generatedAetheriaInputclass still calls Unity'sInputActionAsset.FromJson, but that JSON belongs to Unity's generated input action lowering under Aetheria's remapping system. It is not durable Aetheria state and does not own remapping authority. - Action-bar slot binding drag/drop now queues its own
action-bar-bindingtyped run checkpoint immediately, and typed continue-run restore rebuilds slot bindings onto the live current entity instead of leaving staleActionBarBindinginstances pointed at the previous entity body. - Main-menu settings navigation, input, and audio pages now lower through a
shared UI Toolkit
UIDocumenthost and local Eve surface documents instead of rebuilding those pages throughPropertiesPanel.AddButton(...)calls. - Sector-map zone inspection now lowers through a shared UI Toolkit
UIDocumenthost and a local Eve surface document instead of rebuildingPropertiesPanel.AddProperty(...)rows on each zone click. - Runtime in-game menu tab navigation now lowers through a shared UI Toolkit
UIDocumenthost and a local Eve surface document, withMenuPanelowning tab metadata directly instead ofMenuTabButtoncomponents. - Inventory background ship tuning now lowers through a shared UI Toolkit
UIDocumenthost and a local Eve surface document instead of rebuilding a mutablePropertiesPanel.AddField(...)control for shutdown threshold. - Trade target-cargo selection now lowers through a shared UI Toolkit
UIDocumenthost and a local Eve surface document instead of rebuilding aContextMenu.AddOption(...)popup for docking-bay and ship-bay choices. - Inventory entity/bay/loadout dropdown navigation now lowers through a shared
UI Toolkit
UIDocumenthost and a local Eve surface document instead of rebuilding nestedContextMenu.AddDropdown(...)andContextMenu.AddOption(...)menus. - The dead
ContextMenupopup shell, its prefab assets, and orphan scene/prefab references are deleted outright;InventoryPanel,ActionGameManager,TradeMenu, andSectorRendererno longer keep serialized hooks into dead popup or properties-panel shells. - Trade filter selection and simple-commodity buy-quantity entry now lower
through shared UI Toolkit
UIDocumenthosts and local Eve surface documents instead of rebuildingContextMenu.AddDropdown(...),ContextMenu.AddOption(...), andContextMenu.Show()shells inTradeMenu. - Trade typed-item inspection now lowers through a shared UI Toolkit
UIDocumenthost and a local Eve surface document instead of routing spreadsheet row clicks intoPropertiesPanel.Inspect(...). - Inventory cargo-item inspection now lowers through a shared UI Toolkit
UIDocumenthost and a local Eve surface document instead of routing cargo clicks intoPropertiesPanel.Inspect(...). - Inventory equipped-item inspection now lowers through a shared UI Toolkit
UIDocumenthost and a local Eve surface document, withInventoryMenuowning weapon-group toggles, action-bar group binding, override shutdown, and thermotoggle controls directly instead ofPropertiesPanel.Inspect(...). - Keyboard display layout parsing is no longer JSON-backed:
the runtime input screen builds its action-bar candidates and rebinding UI
from typed input paths, and
InputLayoutremains the typed ANSI-104 keyboard geometry helper instead of a JSON text asset. The dead commented InkToJsonwrite path and checked-inansi104.jsondisplay file have been removed from live source. Aetheria.State.Smokeproves the provider-owned Eve command bridge acceptsgamecult.eve.command.v1envelopes, accepts advertised refresh commands plus player-settings mutation commands, rejects unknown commands, persistsAetheriaEveCommandAcceptanceStatus, and exposes Eve command acceptance through the operations surface while preserving theaetheria.player_settingssurface.- 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 add behavior to ItemData or resurrect RuntimeItemProjectionEntry.
The typed state spine, direct behavior factories, and migration quarantine
exist; the next cuts should remove remaining live predicates that still need
legacy DTO vocabulary, keep package-level MessagePack/JSON at explicit
boundaries, and replace runtime/operator UI truth with Eve surfaces. The old
Do not restore the deleted generic PropertiesPanel reflection inspector as a
shortcut around typed command/state ownership. Runtime simulation
tuning controls may remain temporarily on uGUI only when they delegate to typed
daemon operations; direct UI mutation of entity/item/behavior settings is
obsolete authority. Hull conductivity changes follow the same rule: UI requests
the toggle, and the daemon owns the grid mutation and checkpoint. Entity renames
follow the same rule: UI collects text, and the daemon owns the name mutation
and checkpoint. Weapon group assignment follows the same rule: UI requests
membership, and the daemon owns the group mutation and checkpoint. Inventory
double-click transfer follows the same
rule, and drag/drop placement now shares that commit family: UI requests
cargo/equipment movement, and the daemon owns the move and checkpoint. Target
selection is likewise daemon policy:
generic Eve supplies source and target identities or a view direction, while
the daemon filters authoritative visible contacts and owns the selected index.
The cycle order deliberately preserves the executable fossil rather than the
input labels: Target Nearest used MaxBy(distance), stable contact order
breaks ties, and previous-from-no-selection uses the original array arithmetic.
EveUnity's explicit {sourceEntityId, targetEntityId} request now retains both
identities through translation; an unseen target commits target-not-visible
and reaches Eve as a denied receipt without changing the previous selection.
Trade purchases follow the same rule: UI requests only item, quantity, stock slot,
and destination bay. The daemon derives the dock parent, current catalog price,
product kind, capacity, hull-vs-cargo result, credit changes, cargo transfer,
ship creation, and checkpoint. Historical price, station, target, purchase-kind,
and CreatesDockedShip fields remain serialization tombstones only; live clients
do not write them and daemon operations do not read them. The daemon's ordered
command reducer is also the sole contested-stock serialization point. Each
purchase reads the stock left by the preceding command in that frame, so two
clients requesting the final stack produce one atomic debit/delivery and one
typed trade-stock-unavailable rejection. World state and both committed
command facts survive a hard CultCache close/reopen; generic Eve reconstructs
the reconciled and denied receipts without owning economy logic. Commodity
delivery shares the inventory owner's cloned spatial transaction: existing
compatible stacks fill first, remaining quantity splits at the catalog maximum,
and each new stack claims the first fitting authored bay cells before stock,
cargo, or credits commit. The old volume-only capacity proxy is no longer a
trade writer. The fossil had no durable quote object or expiry transition; it
displayed current value and bought immediately, so purchase execution derives
the current authoritative value instead of adding a counterfeit quote owner.
Runtime loadout
restore follows the same rule: UI requests restoration, and the daemon owns
instantiation, credits, dock assignment, current entity, and checkpoint. Docked
current-ship selection follows the same rule: UI requests selection, and the
daemon owns CurrentEntity, DockingBay.DockedShip, and checkpoint. Undocking
preserves the fossil ship pose, velocity, and direction when the detached ship
re-enters world physics. Loot pickup is proximity-gated: the tractor applies
force to loose bodies through Ymir, then the daemon compares canonical XZ
positions and owns capacity validation, cargo storage or rejection bounce,
pickup removal, feedback, and checkpoint. Ymir contacts, targeting, client
commands, and presentation collisions cannot decide inventory ownership. The
portable Eve entity SoA publishes
inventory.cargo.quantity, allowing generic clients and witnesses to observe
the committed cargo delta without reading Aetheria internals. Entity destruction follows
the same rule: instance code observes death, and the daemon owns drop
decisions, zone removal, and checkpoint. Dropped world pickups are typed
zone-snapshot state, not only
renderer-local objects; live lowering consumes the exact typed zone record key
instead of rehydrating a parallel presentation list. Any
predicate that still needs legacy DTO objects must earn that dependency by
using behavior objects or simulation-only methods that typed facets do not yet
expose.
The released-package proof keeps two lifecycle claims separate. The
cold-start-lowering profile begins with an empty cache, receives and verifies
the 56,168,017-byte provider body through cultmesh.content.v1, promotes the
exact hash with no partial, negotiates SharedFileMapping over the exact
transfer-owned file, and proves generic world, field-volume, movement,
environment, and pilot/map camera lowering. The full-session-gameplay profile
starts a fresh warm daemon session, begins with no pickup, destroys the
deterministic salvage target, observes its canonical cargo drop, and collects
it exactly once from a persisted Ymir Begin fact. Witness runners use the
daemon's native 20 ms wall interval for its 20 ms simulation delta; download
latency is not allowed to redefine transient world lifetime. Managed network
delivery and verified local file mapping are proven. Provider-to-client network
zero-copy, shared-memory delivery, and GPU zero-copy remain CultMesh/runtime
work. The fog contract and provider shader execute. Terminus
now publishes its blue fog tint from the daemon-owned sun visual rather than an
unrelated brown calibration; the generic runtime applies the same field ABI.
The warm witness records 225,293 changed pilot pixels, average luminance
0.11927, 241 volume composites, intact pilot/map isolation, and the same
authoritative destruction-loot path. The current volume still reads as a broad
blue shelf against sparse world geometry, so patch readability, gravity-wave
readability, surrounding geometry, and final luminance/composition remain open
visual parity work.
Generated loadouts accept no scenario-authored cargo strings. Catalog selection
is the only loadout item-key owner: ordinary ships begin without generated
cargo, stations draw typed faction-available inventory, and both cargo slots and
selection receipts carry the same canonical catalog keys. Scenario flavor may
later select a typed loot table or authored item key, but it cannot silently
invent identity. scripts/verify-aetheria-daemon.ps1 restores and runs the
daemon smoke with one explicit CultLib/EveUnity/Ymir root set so a stale NuGet
project graph cannot substitute another worktree during --no-restore.
The unused Starbridge bootstrap that wrote invented stock, attacker, boss, and
technology keys has been deleted. A future Starbridge mode must enter through
the active daemon game-mode owner and typed catalogs; a dormant document seeder
is not a game mode.
Run-lifecycle ownership is deliberately narrower than a quest system:
- Owner: the daemon run checkpoint owns whether the run is
activeor terminal. The fossil supplied a failure transition on destruction of the controlled entity; it did not supply a victory transition. - Inputs: the controlled entity key and the daemon's committed destruction transaction, including its cause and frame.
- Outputs: lifecycle phase, terminal reason, terminal frame, one durable
run.failedfact, command rejection, and a frozen world after the lethal frame. - Derived state: docked, travelling, fighting, mining, looting, and refitting remain projections of authoritative world facts. They are not durable run phases and cannot advance the lifecycle.
- Forbidden writers: Unity death callbacks, Eve surfaces, command payloads, health documents, and menu navigation cannot end, revive, or complete a run.
- Shared paths: every lethal hull, cockpit, heatstroke, and hypothermia path must pass through the same daemon destruction commit. New Game replaces the run through the existing daemon session bootstrap; Continue reads the latest checkpoint.
- Cut line: clearing
CurrentEntityKeyis no longer the implicit lifecycle decision. It remains the controlled-entity consequence of the explicit failure commit. - Verification layer: daemon smoke kills the controlled entity, serializes the terminal checkpoint, restarts it, proves later commands are rejected and simulation is frozen, and inspects the Eve surface state bindings. Completion remains unimplemented until a source-backed game-mode rule owns it.
Docking ownership follows the fossil's entity and ActionGameManager path:
- Owner: daemon docking operations own bay selection, parentage, the dock/undock acceptance decision, and the disarm transition into docked state; daemon combat derives its participant set by subtracting docked child identities.
- Inputs: zone entity order, the 25-unit interaction radius, real docking-bay slots and assignments, occupied-bay cargo, installed Cockpit, Thruster-or-AetherDrive, and Reactor behaviors, and the ship's preserved authoritative pose, velocity, and direction. Ymir retains entity bodies for fields and spatial queries, but ship/station bodies share a non-colliding group because the fossil had no rigidbody entity collision response; pickup bodies remain independently collidable with ships.
- Outputs: exact parent/assignment mutation, cleared held-group and transient
weapon state on dock, a world-combat participant set containing neither
docked attackers nor docked targets, docking intent, one retained
ship.dockedorship.undockedfact carrying actor, parent, bay, frame and position, and an authoritative rejection reason carried by the command fact and Eve receipt. - Derived state: camera target, subject visibility, movement suppression, menu copy, audio, and effects derive from dock parentage plus retained feedback chronology. They do not decide whether docking happened.
- Forbidden writers: Unity
TryDock/TryUndock, camera transitions, client proximity, command-supplied failure text, and renderer-local component checks cannot mutate or explain docking truth. Stale input state, forged fire intents, and installed turret controllers cannot make a docked child a combat participant. - Shared paths: explicit Dock, DockNearest, contextual Interact, autonomous homecoming, reconnect, and purchased docked ships use the same assignment representation; explicit Undock and contextual Interact use the same prerequisite transaction.
- Cut line: the daemon may not append a synthetic docking slot, select the geometrically nearest ineligible entity, move a ship 72 units, zero its velocity, overwrite its direction during undock, or let invented generic circle radii make the authored center-distance rule unreachable.
- Verification layer: operation tests cover every ordered rejection, bay cargo, first-eligible selection, weapon disarm, docked fire-command rejection, preserved pose/velocity/direction, exact receipt reason, exactly one accepted transition fact, no false event on rejected undock, Eve feedback projection, entity pass-through during home approach, and retained pickup motion followed by daemon proximity collection. A production-Ymir smoke advances an overlapping ship/station pair, proves the negative collision group leaves the ship at the authored 24-unit pose, and then accepts docking through the ordinary daemon command. Simulation smoke also proves both docked attacker and docked target subtraction despite stale state and a forged pulse; the live witness remains responsible for camera/effect timing.
Unity spatial projection is a one-way boundary:
- Owner: daemon/Ymir generations own entity pose; the generic EveUnity scene sink owns only the current native presentation objects.
- Inputs: immutable
EveUnityPresentedEntityGenerationvalues containing provider-authored identity, pose, velocity, scale, render group, and asset ref. - Outputs: Unity transforms and a read-only presented-entity registry for cameras, attachments, effects, and inspection.
- Forbidden writers: the scene sink and presented-entity registry may not know
EveSurfaceCommandRequest,IEveUnitySurfaceCommandTransport, or the CultMesh playable-world provider. Local transform changes cannot become daemon commands or provider state. - Verification layer: the released-package client gate inspects the resolved EveUnity sources for the immutable generation/sink boundary and rejects any provider or command-transport dependency; it separately rejects Aetheria and ServerShared gameplay assemblies from the canonical Unity product.
Docked refit ownership follows the fossil's Entity.ItemFits, TryEquip, and
TryUnequip transaction:
- Owner: one daemon refit transaction owns source selection, destination fit, category routing, and the atomic equipment/cargo mutation.
- Inputs: authoritative docking parentage, typed hull interior and hardpoint geometry, typed item footprint/category/hardpoint type, current ordinary equipment, cargo bays, docking bays and their contents, the exact source item instance, and the requested destination cell.
- Outputs: either one committed move preserving the item instance fields and updating the category-owned collection, or one exact rejection reason that reaches the command fact and Eve receipt.
- Derived state: drag previews, valid-cell highlights, filters, sounds, and animations are presentation. They may predict the daemon decision but cannot commit it.
- Forbidden writers: Unity occupancy checks, renderer inventory graphs, client-supplied acceptance/rejection reasons, and remove-first mutation paths cannot decide or repair a refit.
- Shared paths: cargo-to-cargo transfer, cargo-to-equipment equip, equipment reposition, equipment-to-cargo store, reconnect, and loadout restore use the same typed collection and placement semantics where their contracts overlap.
- Cut line: generated cargo and docking bays no longer masquerade as ordinary equipment; unconditional destination appends and source removal before destination validation are removed from refit and cargo-transfer operations.
- Verification layer: daemon smokes compare source and destination state before and after rejection, cover hardpoint type/shape/rotation, interior occupancy, deployed-state rejection, nonempty bay rejection, category routing, exact receipts, and aligned typed bay collections. Reconnect remains a live proof obligation.
The docked pilot surface is the provider-owned control projection for that
transaction. While the current ship has an authoritative docking parent, the
daemon publishes inventory.grid and inventory.item nodes for the ship
equipment, each ship cargo bay, and each station cargo bay. Those nodes carry
authored grid dimensions, item footprints, source/target identities, and
TransferCargoItem, EquipItem, or StoreItem drop commands. Generic Eve
lowerers own only transient pointer/keyboard drag state and visual prediction.
The old request-local Unity inventory panel is no longer advertised as a
player surface, and cannot become a second refit authority. Cargo transfers
also require the command actor to own one endpoint and reach the other through
docking parentage or physical interaction range, preserving autonomous haul
tasks without permitting remote arbitrary inventory mutation.
Ymir restart ownership is deliberately private and asymmetric:
- Owner:
AetheriaYmirPersistenceCoordinatorowns reconstruction durability; the public daemon frame still owns committed gameplay time. - Inputs: an immutable completed-tick Ymir capture, the prior durable journal
cursor, and the exact public
(RunId, FrameId, ZoneIndex)boundary. - Outputs: checksummed immutable journal chunks and immutable bounded resume
records in
<state>.ymir.cc. - Derived state: native Box3D worlds and handles are reconstructed process state. Resume records are recovery inputs, not client world truth.
- Forbidden writers: the public Aetheria CultCache, CultMesh subscriptions, Eve surfaces, Unity, and broad public snapshots cannot store, enumerate, or select private replay history.
- Shared path: first publication and periodic publication both capture before a later simulation tick, flush private chunks, flush private resumes, publish and hard-flush the public frame, then activate fail-closed restart.
- Cut line: the rejected design that embedded complete Ymir checkpoints in every public zone/frame is absent; no public persistence document types are registered.
- Verification layer: daemon smoke collects a live pickup, persists the public frame and private Ymir state, restores both into fresh sessions, and proves the next tick cannot resurrect the pickup or duplicate cargo or feedback. Ymir unit tests prove incremental suffix capture, exact chunk coverage, checksums, and replay verifier convergence.