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>
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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. 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. The authority then prepares bot navigation on
load_pool() from a world snapshot; admission waits for BotNavigationReady.
The walk graph is cached (nav), keyed by the content digest with the bake's
schema and hull, so the second start of a map reads it back instead of walking
the grid again; a match teardown drops the in-memory copy, not the file.
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, nav 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.