Sprint 28: Character Visuals — character creation screen with live 3D
preview, face-based body segmentation, solidified hair and clothing,
skin/eye/eyebrow tinting, manifest-driven content, pre-push lint hooks.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Per-player settings via rusqlite (bundled, zero runtime dep). Server
owns the settings DB; client sends ChangeSettings commands over IPC.
Extensible key-value with typed columns (String/Int/Float/Bool).
Protocol bumped to v20 with settings_response in ObserverSnapshot.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Gemma 2 T&C compliance: exposed HTTP ports allow mods or external code
to reach the model, complicating license enforcement. Switch to piped
stdin/stdout (JSONL protocol) so the model is only reachable through
the game server's internal queue.
- worker.rs: VoicePipe owns Child + piped stdin/stdout, VoiceProcessConfig
replaces port-based config, workers spawn their own sr-voice child
- hardware.rs: remove VoiceInstanceManager (port/process lifecycle),
replace with evaluate_scaling() free function + HardwareProbe::voice_config()
- sr-voice: add --stdio flag to serve command, new stdio.rs JSONL mode
- Remove ureq dependency from server crate (no longer needed)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
MessagePack voice cache with per-zone persistence and version invalidation.
Priority work queue with crossbeam bounded channel, backpressure, pause/resume,
and zone-change reprioritization. Inference worker pool with empty output guard
and graceful degradation to base text.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Define ZoneSpec, CultureProfile, and NpcBlueprint structs with serde/RON
deserialization. Ship example RON files as schema contract for the copy
team (#609, #610). Add validate-ron CLI for copy team to lint their files
without compiling the server.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Protocol handshake (#555): HandshakeMessage as first IPC frame,
HandshakeState resource, forward-compatible input handling.
State serialization (#96): serialize_npc_to_frozen/deserialize with
full D-024 axis coverage (10 new optional fields on NpcSaveState).
Scope tags (#98): ScopeTagKind enum, ScopePinned marker, automatic
assignment from KnowledgeGraph and RelationshipGraph.
Timestamp eviction (#97): LastInteractionTick, SimSpacePressure,
BinaryHeap LRU eviction respecting ScopePinned entities.
Save/load (#553): save_to_file/load_from_file via MessagePack,
SaveGame/LoadGame IPC commands, SaveLoadResultWire on snapshot.
Test infrastructure (#200): Layer 3 integration test entry point,
three-layer architecture documented per D-030.
Information boundary tests (#272): 4 negative tests proving no
passive KG leakage, LOS fog holds, tier boundary holds, save
isolation per NPC.
1063 tests passing, 0 failures.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Tracing (#344):
- Add 'json' feature to tracing-subscriber dependency
- Emit JSON log format when CI=true or RUST_LOG_FORMAT=json is set
(structured log ingestion in CI pipelines)
- Add tracing::debug! with tick_ms/budget_ms/over_budget fields on each
tick for performance profiling and tier system debugging prerequisite
Schedule dump (#346):
- Add --dump-schedule CLI flag that prints bevy_ecs schedule graph and exits
without requiring TCP bridge or world setup
- Add make debug-schedule target for CI artifact generation and diff-based
regression detection of unintended system reordering
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Implements 4 completed tickets + partial progress on 2 more:
- #93 Tier marker components (ActiveSim, BackgroundSim, StateSaved + TierPlugin)
- #138 Information tag schema (ObserverAccess enum in knowledge/types.rs)
- #124 Sound event system (SoundEventEmitter, SoundEventQueue, bridge wiring)
- #193 Line previewer CLI (line_preview binary with filter/explain/sequence modes)
- #94 Active tier simulation (in progress — With<ActiveSim> filters)
- #139 Component-level access control (in progress — filter_by_access)
Updates snapshot fixtures and test golden files for new sound_events field.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Technical project descriptor with game architecture, simulation
parameters, and content model. Version field (0.1.9) is now the
canonical version — Cargo.toml synced, CLAUDE.md and start-sprint
skill updated to reference it during release workflow.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Extend content loader to read and instantiate real YAML content into
ECS entities. 2-phase spawn pipeline: Phase 1 creates entities with
core components (Want, Tolerance, Contentment, Personality, Tells,
Skills), Phase 2 resolves cross-references (Relationships, Secrets,
Information via KnowledgeGraph, DailyRoutine).
Loads enums, entity attributes, pools, templates, triangles, and NPC
profiles. Handles stub files gracefully. 7 integration tests against
real content files plus edge case tests for invalid data.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fix NpcPlugin system ordering: .before(compute_paths) instead of
.after(advance_tick) so PathRequests are picked up same frame
- Fix stale doc comment in interpretation.rs: system runs BEFORE
knowledge events, not after
- Add TODO(v0.2) on RelationshipGraph about information boundary
limitation for multiplayer
- Document cardinal-only movement as deliberate v0.1 choice
- Add comment on manhattan_distance u32::MAX fallback for cross-z
- Pin pathfinding crate to 4.11
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements tickets #237 and #238 for Sprint 3:
- Add pathfinding crate dependency for A* algorithm
- PathRequest component triggers compute_paths system which uses
cardinal-neighbor A* with manhattan distance heuristic
- ComputedPath component with step navigation (next_step, advance,
is_complete) and PathBlocked marker for no-route cases
- MovementSpeed component throttles NPC movement (ticks_per_step)
- follow_paths system advances NPCs along computed paths, creating
MoveIntent per step; cleanup_path_blocked removes markers after
one tick
- System ordering: input → compute_paths → follow_paths →
validate_movement → cleanup_path_blocked → advance_tick
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>