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- 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>
50 lines
978 B
SQL
50 lines
978 B
SQL
-- Typed duration spans in the active gameplay window. One row per instance.
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-- Replay has no authority player_tick; its gameplay starts at world_ready.
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WITH active AS (
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SELECT COALESCE(
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MIN(CASE WHEN name = 'player_tick' THEN ts END),
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MIN(CASE WHEN name = 'world_ready' THEN ts END),
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MIN(ts)
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) AS start
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FROM slice
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)
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SELECT name, dur
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FROM slice, active
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WHERE name IN (
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'wall',
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'FixedUpdate',
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'Update',
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'PreUpdate',
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'PostUpdate',
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'Present',
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'Predict',
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'Effects',
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'Diag',
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'extract_wait', 'receive_render_world', 'extract_body', 'dispatch_render_world',
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'static_sun_fx', 'static_sun',
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'render_thread',
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'render_render',
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'post_execute',
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'post_rebuild',
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'colour_submit',
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'skin_model',
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'fx_update',
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'fx_present',
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'cull',
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'Load',
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'Receive',
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'Reconcile',
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'Input',
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'Send',
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'Ui',
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'Advance',
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'Ingress',
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'Gather',
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'Step',
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'Snapshot',
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'Fanout',
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'Bookkeeping'
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)
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AND ts >= active.start
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ORDER BY name, dur;
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