An image variant's identity was one digest of the archive entries plus a bag of option bits, which mixed two unlike things. The map type chooses between the 2D and the cubemap decode, so it changes the bytes; the colour space and the sampler state change no byte of the payload, only the `Image` built around it. The identity now splits along that line: `payload` digests the resolved entries and the map type, `usage` carries the colour space and the sampler. Sharing still keys on the whole variant, because the wrapping lives inside the `Image` whose buffer would be shared. The merge census reads the split. A discarded claim whose winner held the same payload under a different wrapping was counted as overridden by another source, which reported nothing to share where the same archive entry had in fact been read into the same bytes twice. It is its own bucket now, `discarded_same_payload`, on the discard line and in the image demand report. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Map load: what lives where
Three floors: disk (asset_transport), format (fastfile_* → the
asset_iw4 IR), products (asset_* + assets). assets knows the disk
through the transport and nothing of the format; fastfile_* knows the format
and opens no files. Installing the match is session, not here.
console/ui `map` → session::lifecycle SessionSwapRequest, tear the previous
occupancy down, then MapLoadApproved{request_id}
→ assets::match_load start_match_load onto load_pool() (MatchLoadBusy),
poll_match_load → PreparedMatchReady
→ session::match_apply apply_prepared_match → scene + SimWorld + MatchInstalled
Cancellation is MatchLoadAbort(request_id): the walk returns
MatchLoadOutcome::Canceled at its next checkpoint, throwing nothing away.
Failure is MapLoadFailed, from discovery and install; a request ends once.
The walk: assets::session_load::load_prepared_match
The single entry point; the composition root sees no fastfile_* and no
AssetSink. Inside are parallel walks on load_pool(): the archive, startup
materials, common_mp, the IW5/T5 weapon bundle, language zones. common_mp
goes before the map — its techset tables are needed before
build_world_draw. Output is MatchLoadOutcome::Ready with a PreparedMatch
(world, one material population, clip, weapons, catalogs and PreparedMap).
A walk enqueues its own image plan the moment it is ready, and the catalog keeps
one row per image name. Two plans resolving the same archive entry into the
same payload share one decode; a name three games spell alike but fill
differently is an override, not a duplicate, and load_jobs.csv
(BENCH.md) counts the two apart. The per-game adapter is
assets::lane (ZoneGame → iw4/iw5/t5); a lane gap is a typed LaneGap, never
silence.
Installing it is session::match_apply, in two halves. Preflight builds a
MatchInstallPlan — mode, doors, objectives, scene conversion, drawable world —
and publishes nothing until it hands one over. Commit publishes it, boots the
sim and writes MatchInstalled.
Cache, and poking it: iw4l-artifacts/cache/<kind>/<prefix>/<key>
Content-addressed leaf in asset_transport::artifact_cache (cache_get /
cache_put, fnv1a64). A miss is silent — the caller computes the value anyway
— and a hit must be the same bytes a miss would have written. The key names
every input; if the encoder changed, bump the format word. Live kinds: mips,
wgsl, localize and xwma_pcm, whose miss is a batched ffmpeg.
IW4L_GAMES holds the game trees; no folder name is hardcoded. Live it is make map mp_boneyard (RUN.md), with stages in LoadProgress.