Files
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

50 lines
978 B
SQL

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