Standardized YAML frontmatter on all 115 sprint briefing files across sprints 1-26 with title, description, type, status, sprint number, and team fields. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
5.4 KiB
title, description, type, status, sprint, team
| title | description | type | status | sprint | team |
|---|---|---|---|---|---|
| Sprint 19 — Joint Briefing | Save/load IPC protocol coordination, handshake wire format, fixture file format | sprint | archived | 19 | joint |
Sprint 19: Persist — Joint Briefing
Goal: The player can save and resume a game session with per-game directories; the simulation tier system gains eviction and scope pinning; and the first test infrastructure ships with information boundary validation and IPC hardening.
Sprint: 19 Status: planning → active
Pre-Sprint
Before implementation begins, no schema work is needed — SaveStateV1 is already defined (#256, done). However, the following IPC protocol additions must be agreed between server and client before either side implements:
| Item | Owner | Needed by |
|---|---|---|
HandshakeMessage wire format |
server (#555) | client (#556) |
SaveCommand / LoadCommand IPC message variants |
server (#553) | client (#554) |
SaveComplete / LoadComplete response format |
server (#553) | client (#554) |
| Fixture file format and field names | ci (#271) | all teams |
Server team: define these in server/src/bridge/types.rs first (as Rust structs + serde). CI team + client team: implement against the published definitions. Do not start #556 or #554 until #555 and #553 respectively reach review.
Team Allocation
| Team | Tickets | Count |
|---|---|---|
| server | #553, #96, #97, #98, #200, #272, #555 | 7 |
| client | #554, #258, #205, #206, #348 | 5 |
| ci | #270, #556, #342, #271 | 4 |
Cross-Team Dependencies
server #555 (handshake: server)
→ ci #556 (handshake: client)
→ ci #342 (IPC benchmark)
server #553 (ECS extraction)
→ client #554 (save/load UI)
server #200 (test module org)
→ server #272 (info boundary tests)
client #205 (GDScript test framework)
→ client #206 (scene testing utilities)
→ ci #271 (fixture files need GDScript reader)
ci #270 (test runner scripts)
→ ci #271 (fixture tests invoked by run-ipc-fixtures)
Sprint Completion Proof
When Sprint 19 is done, the following must all be observable:
-
Save/load round-trip: Press F5 in-game → file appears at
user://saves/<game-id>/quicksave.savin MessagePack format. Press F6 → game state restored from file (tick, entities, player knowledge match pre-save state). -
Per-game directory: Starting a New Game creates
user://saves/<timestamp>-<seed>/before any save occurs. The loading screen lists this directory. -
Tier eviction: Spawn 90+ NPCs (above Active cap of 80).
ActiveSimcount stabilizes at ≤80 with the excess evicted toBackgroundSim/StateSaved. Scope-tagged NPCs (KnownContact, Colleague) remain Active regardless. -
Protocol handshake: Starting the server subprocess: first IPC message is a
HandshakeMessage. Version mismatch (force by temporarily changing serverPROTOCOL_VERSION) produces an error and clean shutdown — no crash. -
Test infrastructure:
tests/run-allexits 0 with all suites passing.tests/run-ipc-fixturesreads committed.msgpackfiles and validates both Rust and GDScript decode them identically.cargo testinserver/includes information boundary negative tests that assert absence of leakage. -
Debug overlay: F3 in-game toggles the debug canvas showing vision cone arcs, entity LOS rays, NPC knowledge confidence labels, and tick timing graph.
Test Plan (D-030)
| Layer | Runner | Tickets | When |
|---|---|---|---|
| Layer 1: Fixture serialization | tests/run-ipc-fixtures |
#271, #200 | Every edit |
| Layer 1: Unit tests (Rust) | tests/run-rust |
#272, #96, #97, #98 | Every edit |
| Layer 1: Unit tests (GDScript) | tests/run-godot |
#205, #206 | Every edit |
| Layer 2: Mock protocol | tests/run-ipc-protocol |
#555, #556 | Every PR |
| Layer 3: Real subprocess | tests/run-ipc-integration |
#342, #553/#554 | Daily/pre-merge |
All layers must pass before any PR merges. make ci invokes tests/run-all.
Key Decisions Reference
| Decision | Domain file | Relevant to |
|---|---|---|
| D-010: Determinism + info boundaries | architecture.md | #272, #96, #553 |
| D-020: IPC architecture, MessagePack | architecture.md | #553, #554, #555, #556, #342, #271 |
| D-026: Simulation tiers, timestamp eviction, scope tags | architecture.md | #96, #97, #98 |
| D-030: Three-layer test architecture | architecture.md | #200, #270, #271, #272, #342 |
| D-085: Per-game save directory structure | architecture.md | #554, #258, #553 |
| Q-029: Save file format (open) | questions.md | #553 (quick-and-dirty MessagePack for now) |
Risk Register
| Risk | Probability | Impact | Mitigation |
|---|---|---|---|
| ECS extraction misses components (#553) | Medium | High | #272 info boundary tests catch leakage; fixture roundtrip (#271) catches missing fields |
| IPC protocol mismatch between #555 and #556 | Low | High | Define wire types in Rust first, share definition doc before client implements |
| GUT framework incompatible with Godot 4.x version in use (#205) | Low | Medium | Verify GUT version before full installation; fallback to hand-rolled test runner |
| Save file bloat (SaveStateV1 larger than ~1-2 KB/NPC) | Low | Low | Q-029 tracks compression — deferred. Profile with #342 benchmark if flagged |
| Scope tag assignment races with eviction (#97/#98) | Low | Medium | Eviction runs after scope tag system in schedule order; schedule ordering test in #97 |