Aetheria/docs/aetheria-perfect-machine-map.md
2026-06-13 11:14:38 +01:00

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