14 Commits

Author SHA1 Message Date
vtroc7 25c008b391 Prepare coherent match assets, native camouflages and server releases
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:30:21 +03:00
vtroc7 65052d3f51 Add native T5 audio, Black Ops II maps, independent movement, late join, skill ratings and varied bot loadouts
Decode Black Ops audio natively and load Black Ops II worlds, faction
models, equipment, materials, lighting and weapon camouflage.

Rework capsule collision, solid recovery, penetration, recoil, effects
and sentry placement; synchronize late joins and player event delivery.
Keep local skill ratings and signed player accounts.

Show the selected community and master ping on the main menu. Add twenty
asset-filtered class presets across IW4, IW5, T5 and T6, plus fifty-two
unique player-style names shared by AI bots and dummies. Honor the chosen
dev descriptor in the two-client approved scenario and credit contributors
and weapon, map and attachment QA testers.

Validated with the approved gameplay lifecycle and two-client dev-master
scenarios, installed class-asset audit, bot-name uniqueness checks and
Linux IW4/IW5/T5/T6 gameplay smoke runs. Foreign-weapon match-stat schema
coverage remains incomplete.
2026-10-05 13:13:28 +03:00
vtroc7 d48a9f6502 Steam MW2 discovery, embedded licences, weapon variants, lock-on launchers, double-barrel fire and a two-client dev-master scenario
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:36:24 +03:00
vtroc7 3694c35041 Audio control runtime, typed player accounts, self-updates, thermal and shellshock screens, third person, guided killstreak HUD, player cards, a lobby cheats toggle and god mode
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 15:57:27 +03:00
Liam McElhaney 062d633ad3 Take the cheat switch from the launch options
The match bootstrap set allow_debug_actions to true for every match.
The host therefore accepted the debug actions from any peer.

Add the --cheats launch switch for map, serve and menu.
The switch sets the HostCheats resource. The match install reads it.
Cheats are off when the switch is absent.
Pass --cheats in make map, the live recipes and the scripted harnesses.
2026-10-01 13:31:10 -04:00
vtroc7 60f550a2b7 Support personal loadouts and fix lobby and menu interactions 2026-09-30 04:38:21 +03:00
vtroc7 38aa9cf741 Run IW4 match flow, menus and killstreaks from the game scripts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 18:35:44 +03:00
vtroc7 94e3983bfc Shared common content, prepared weapon families, and one way out of a session
- One common set per content profile, shared by every match and the loadout
  menu; a restart over the same map keeps its images and static geometry.
- Weapons resolve as families: attachments are chosen from each game's own
  tables, checked, and composed into prepared configurations with their
  first-person skeleton assembled once.
- Sessions end through one teardown and one process exit; retired resources
  are dropped on a worker, not the frame.
- Sound is captured by the walks that already read each zone.
- A loading screen that reports what the load is doing.
- Tests live only in crates/approved_tests (heavy_gameplay_lifecycle);
  publish-check refuses them anywhere else.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 17:10:02 +03:00
vtroc7 52d31f1ee2 A loading screen that says what the load is doing, and a first-person rig prepared once per composition
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 23:28:55 +03:00
vtroc7 bca31343e5 Bots that fight and take objectives, and glass that cracks into real shards
Host bots bake a navigation graph off the clip map and walk it — drop and
break-glass edges, routes that resume across ticks under a shared per-tick
query budget, firing positions chosen from baked supports rather than a ring
around the bot. They pick a weapon, reload or switch when the magazine runs
out, and plant, defuse and claim flags on their own.

A broken pane now builds a planar crack graph and emits shards carrying their
holes and open cracks, so tessellation and repeated hits read the stored
geometry instead of assuming a convex fan from vertex zero.

Sun cascades are clipped to the view. Class select and the options menu match
the layout players expect. Weapon definitions load from IW5 and T5 fastfiles.

The test suite is removed: it had grown into scaffolding for the dig rather
than a description of the runtime, and new tests will be written against the
behaviour that stayed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 02:49:55 +03:00
vtroc 2f71d93b3a Package what each run measured, and decode the match's audio once.
`make bench` printed two reports and left nothing behind but a text file, so a
number could be compared with another number from the same afternoon and not
much else. It now prints three and writes the run's own directory: `report.txt`,
`manifest.json` and `summary.json` beside the `trace.pftrace`.

Section [3/3] is the counters — the render stages, the GPU passes, and the
per-frame work census. A counter nobody sampled prints MISS rather than
`0.00`, and the counters and spans this build declares but this run never
reached are named at the end, so a hole in the instrumentation cannot read as a
fact about the workload. GPU passes overlap and resolve late, so they are never
summed.

`manifest.json` says what produced the number: the revision, the dirty flag,
the toolchain, the profile cargo actually built under, the locked `bevy` and
`wgpu`, the adapter and whether its device can time a pass, the window, the
pools, the env toggles and the cache state. The build half is baked in at
compile time, because asking `git` at runtime names the tree the process is
standing in rather than the build. A fact nobody could read is `null`, never a
plausible default.

Reading that report, `preparing match audio` was the largest stage of every
load — one row holding one number, which cannot tell a thousand cheap byte
loops from five hundred external processes. It is the second. Section [1/3] now
splits the stage by the decoder each clip took, in worker time, and counts what
each one prepared, failed, held and left resident.

The T5 XWMA decode goes through the artifact cache under `xwma_pcm`, keyed on
every input the decode reads, so a clip is decoded once per machine rather than
once per launch. A cold load still had to pay the first time: 515 `ffmpeg`
processes, 18.9 s of worker time, almost none of it decoding. A worker now
takes the jobs already queued and answers up to 64 clips through one process —
every clip its own input and its own output, nothing concatenated — which is
1.3 s for the same bytes. Failure stays per clip: a batch `ffmpeg` refuses is
re-asked one clip at a time, leaving the bad clip as the only failure.

`make bench-overhead` can point at either recorder, `VAR=IW4L_PERF` or
`VAR=IW4L_BENCH`; they are separate costs and each needs its own pairs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 19:43:47 +03:00
vtroc 311c8fa336 Time a whole run in one process, and keep a hitch from ending the session.
`make bench` is one recipe over one run now. `IW4L_BENCH=1` arms an in-process
recorder on the spans that already feed Perfetto, and at exit the run prints
two independent reports and writes them to `iw4l-artifacts/bench/<stamp>.txt`:
the waterfall from the shell command to a playable map, carrying the time each
load stage held the pool alone, and frame time as a span tree whose nesting is
recorded rather than declared. Neither needs a trace file or Trace Processor,
and either can be MISS while the other stands. `bench-demo` and `bench-load`
are gone — a goal after `bench` is a demo, `ZONE=` is a live map.

A bot is no longer minted onto an id a real client already owns. The roster
steps over the ids the authority and the local player hold, and a slot that
still lands on the local player is retired, because `is_bot` would otherwise
claim the player and nothing could drive the slot anyway.

A stretch with no authority ack re-adopts the next snapshot and counts one
stall; three of them still fail the link. Failing on the first turned every
long frame into a permanent disconnect.

The loading overlay comes down once the world is installed rather than waiting
on the class-select hop, which a replay never makes — it was playing the whole
demo behind `UiLayer::Loading`, with map ambience held back.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013bHwyKwUjaYmtVG1F3Ttku
2026-09-15 14:56:07 +03:00
vtroc 7dcdd6831e Give every loaded population one owner, and publish it without the walk that built it.
The zone walk and the runtime were the same types. A catalog carried the
walk's `Ptr → row` link maps, its half-captured names and its scratch into
the published result, so nothing said the linking was over except a
convention — and the runtime, which has no zone open any more, could not
have used them anyway.

Build and published types are now separate for materials, effects, tracers
and reticles: `MaterialDefinitions`, `FxDefinitions`, `TracerDefinitions`
are what a finished build hands on, `publish` is the only way to get one,
and the pointer lookups and absorbs stay behind on the builder. The
presence those pointers stood in for is one shared type, `AuthoredRef {
slot, alias }`. Every published asset type is free of zone pointers except
`WeaponCombatFx`, which waits on splitting `WeaponRegistry` the same way.
That split also turned up dead code the old types had hidden:
`resolve_after_absorb` looked weapon icons up by pointer after `finalize`
had emptied the map, so every lookup there returned `None`.

Map load is a transaction with one terminal outcome. Preflight assembles a
`MatchInstallPlan` — nothing to publish exists until every check that can
refuse has passed — and any refusal writes `MapLoadFailed` for the request,
including "no drawable world", which used to be a `MatchInstalled` the
lifecycle read as success and the UI read as failure. A canceled walk
returns `MatchLoadOutcome` instead of orchestrating on with empty products.
The match carries one material population (`PreparedMatch.materials`)
rather than reaching for it through geometry that may not exist, and the
transport schema around the boundary — the six `LoadCapture` wrappers,
`PreparedSpawn`, the doubly-owned map facts, `ZoneMemory` held to the end
of install — is gone.

Copies that had no reason to exist: the absorbs that already consume their
donor now move its rows instead of cloning every `ModelSkel` and
`RawXAnimParts`; sim and the dyn-ent physics share one `ClipMeshTables`
behind an Arc instead of each holding a deep copy of the collision.

Ownership on the live side follows the same cut. `SessionCore` takes a full
room identity and revision before any transport effect, so a stale
teardown cannot override a different match key. `HostMatchEvent::Applied`
carries no match key, so the peer's phase is its whole guard — it now
passes before anything is written, instead of landing a retired match's
connection id on the live peer on the way to being refused. `ClipStore` owns every PCM
conversion and every terminal decode failure, with Play/Stop on one ordered
channel scoped by namespace, entity and epoch. `SimContent` holds the
immutable definitions behind a consumed builder, so authority and
prediction share one backing instead of deep-copying per tick. Direct UDP
launch is removed; relay, listen and replay stay.

In the renderer each producer publishes whether its rows actually moved,
and the xmodel merge stops re-hashing seven producers' draws, materials and
vertex counts every frame to find out. Payload fields are `pub(crate)`
behind read-only accessors, so a consumer that wanted to finish a
producer's work no longer compiles. Colour extract is split from the
installed world, scene and shadow get their own bind caches, and record
census stays off the hot refusal path.

Docs: `CONTEXT.md` gains "Before shipping: the scaffolding goes back out",
and `make mr` and `cargo xtask mr` point at it. MAP-LOAD describes the
transaction as it now ends.

Scaffolding: the share and census probes that only proved the split are
out. What stays is five tests, each holding several independent systems to
one claim and each verified to fail when that claim is broken:

  - one alias carried from two-zone capture through absorb, edge binding,
    the alias-chain walk, the prep workers' decode and finally cancel —
    every stage has to mean the same clip by it;
  - a replacement match driven through all three cores that decide whether
    a player is in one (host admission, session view, local load), then
    every event the retired match still had in flight, replayed against a
    live peer, moving nothing;
  - a rejected room view leaving no bridge identity, membership, bootstrap
    or admission effect behind;
  - the seven draw producers published through their own API and asked of
    the consumer that replaced the merge's per-frame hashing: the stamp
    moves for exactly the producers whose rows moved;
  - authority and prediction proved to share one immutable world by
    tracing it, and to keep tracing their own after the other replaces it.
2026-09-13 23:23:58 +03:00
vtroc 0f387098e7 IW4L 2026-09-13 13:52:33 +03:00