Docs: DR-051 + session log — LANTERN realignment & purge bookend

DR-051 (delete-not-mothball, four-scene contract, one look, Bathynaut in),
session log w/ commit table + field notes, strip/mothball inventory status
banner (MOTHBALL rows -> DELETED), CLAUDE.md updated (scene contract, DR-051
purge bullet, LANTERN murk world bullet, save v7, retired bullets archived
07-15; 39.8 KB, under budget).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2026-07-15 16:37:14 -07:00
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@@ -9,7 +9,7 @@ Multiplayer game on **Unity DOTS (Entities) + Netcode for Entities** — server-
- **Size check** — bash: `wc -c CLAUDE.md` · PowerShell: `(Get-Item CLAUDE.md).Length`. Must be `< 40960`.
- **Archive, don't delete.** When trimming, append the verbose / least-hot detail to the obsidian reference note `Docs/Vault/_Meta/CLAUDE_Build_Gotchas_Archive.md` under a **new dated heading** (never overwrite an older snapshot), and leave a one-line pointer + the relevant `[[DR-###]]` link here.
- **Net-zero rule:** every addition is paid for by a condensation elsewhere. Keep only the hottest, highest-recurrence operational rules inline (flag them **★**); depth lives in the archive + DRs.
- Condensation history (detail → archive dated headings): 06-17 · 07-04 · 07-04b · 07-04c · 07-06 · 07-07b (pays the attribute-swallow gotcha) · 07-07c (game-state narrative → invariants+DR pointers; ~3 KB freed, operator-ordered) · 07-13 (co-op-Hades core-loop bullet → LANTERN direction pointer; [[DR-048_Lantern_Adoption_Full_Pivot]]).
- Condensation history (detail → archive dated headings): 06-17 · 07-04 · 07-04b · 07-04c · 07-06 · 07-07b (pays the attribute-swallow gotcha) · 07-07c (game-state narrative → invariants+DR pointers; ~3 KB freed, operator-ordered) · 07-13 (co-op-Hades core-loop bullet → LANTERN direction pointer; [[DR-048_Lantern_Adoption_Full_Pivot]]) · 07-15 (siege-era/automation/GoalProgress bullets retired with the DR-051 purge).
## Stack — Unity 6.5.1 (`6000.5.1f1`, stable) as of 2026-06-27
@@ -74,7 +74,7 @@ Long-form originals + the milestone each came from: `Docs/Vault/_Meta/CLAUDE_Bui
- **Derive enableable gates instead of replicating them.** e.g. player `Dead` = a LOCAL enableable derived every predicted tick from replicated `Health<=0` (rollback-correct, no `[GhostEnabledBit]`). To write the bit on a disabled entity the query must visit it (`.WithPresent<Dead>()`); **bake the enableable DISABLED** so instances spawn off. Respawn/death *timing* is server-only.
- **Cooldown/spawn "next tick" sentinels:** route every stored tick through **`TickUtil.NonZero(...)`** (a computed `ServerTick+delay` can wrap to 0, the "ready" sentinel) and compare with `NetworkTick.IsNewerThan` / `.TicksSince`, **never** raw `uint <` / subtraction. **★ A BAKED `[GhostField]` scheduled-tick defaults to 0 → the "invalid-tick ⇒ fire" guard that's safe for a runtime-ADDED fuse STORMS it (0 fails `IsValid`, falls through, fires every tick); for a baked/periodic tick INVERT it (0 = not-ready → skip/lazy-stamp) + stamp born-correct at spawn. Client cues off a periodic tick ride the ABSOLUTE tick + a value-latch + a was-counting-down arm-guard — never edge-detect the field increment (phantom-fires on `0→stamp` + relevancy re-entry).** See [[Geyser_Build_Spec]].
- **`GhostRelevancy` for region splits:** use `GhostRelevancyMode.SetIsIrrelevant` (not `SetIsRelevant`) so untagged/global ghosts stay relevant for free — only enumerate cross-region ghosts to hide. `RegionTag{byte Region}` is **server-only, NOT a `[GhostField]`**. **★ A 2nd region sharing an EXISTING tag (`EnemyTag`) → re-audit every query/cull over it: once-safe global despawns/cleared-checks then wipe or block cross-region (DR-031, DR-040).** `RelevantGhostForConnection` = `{int Connection=NetworkId.Value; int Ghost=ghostId}`. See [[DR-013_M6_Aether_Cycle_Region_Split]].
- **Shared GLOBAL state (cycle phase, resource ledger, goal meter) rides an UNTAGGED ghost**, never a region-tagged one (`SetIsIrrelevant` would hide it cross-region). Resolve the ledger via its DISTINCT `ResourceLedger` tag (the multi-`StorageEntry` "multiple instances" rule — EB-2 line).
- **Shared GLOBAL state (resource ledger, `RunInfo`, meta tiers) rides the UNTAGGED director ghost**, never a region-tagged one (`SetIsIrrelevant` would hide it cross-region). Resolve the ledger via its DISTINCT `ResourceLedger` tag (the multi-`StorageEntry` "multiple instances" rule).
- **Frontend world lifecycle (menu → on-demand worlds) ★:** use `CreateClientWorld`/`CreateServerWorld` (they register the `ServerWorld`/`ClientWorld` statics the UI reads; `CreateLocalWorld` was internal pre-6.5, PUBLIC on 6.5.0); menu world via `DefaultWorldInitialization.Initialize(name, false)`. **Never dispose/create worlds inside an ECS system** — do it on a frame-boundary coroutine (`SessionRunner`, `DontDestroyOnLoad`). The gameplay subscene streams in ONLY if a netcode world is the `DefaultGameObjectInjectionWorld` at `LoadScene` time. See [[DR-019_Frontend_Menu_Settings_Saves_Build]].
### Physics & character controller
@@ -86,13 +86,11 @@ Long-form originals + the milestone each came from: `Docs/Vault/_Meta/CLAUDE_Bui
### Build / structures / grid
- **Build-grid math must be deterministic + integer-stable:** corner-origin, center-returning, **half-open** cell bounds, `math.floor`. Lock `CellSize`/`PlotSize` as a coordinate space once (`BaseGridMath`) — changing them invalidates placed structures.
- **Structures:** bake the tick fields (catch-up linchpin); only `Type` replicates (client derives `Cell`); **occupancy is DERIVED** from live ghosts, never baked. See [[DR-014_M6_Build_Structures_Automation_Foundation]].
- **Co-op placement atomicity:** commit `StorageMath.Withdraw` + cell-reservation **in-place in the RPC foreach** (only `Instantiate` via ECB) so two same-tick requests for one cell can't both pass.
- **Siege-era systems ★ (EB-1/2 · END-1/2 — mothball-bound at Phase 2; these INVARIANTS outlive them):** ★ a Health-less machine silently drops OUT of the aggro snapshot (snapshot ABOVE the early-return; aggro weight <1 gets SQUARED) · spend from the ONE `GetSingletonEntity<ResourceLedger>`, afford→act else SOFT-FAIL (no cooldown-burn), read LIVE in-loop (no hoist) · `CyclePhaseSystem` = SOLE Phase writer (loss edges live there; transient flags, NOT latching) · **`RunOutcome{[GhostField] byte}` is REPLICATED — never client-derive the win/lose banner.** [[DR-032_EB1_Machines_Can_Die]] · [[DR-033_EB2_Felt_Spend_Charge_Economy]] · [[DR-034_END1_Losable_Core]] · [[DR-036_END2_Final_Siege_Win_Lose]].
- **`GoalProgress{[GhostField] int Charge,Target}`** (win meter — ≠ the `ResourceId.Charge` ammo) rides the CycleDirector ghost; buffs/tiers reuse `StatModifier``EffectiveAbilityStats`.
- **Automation (server-only):** catch-up `ProductionMath.CyclesDue` **lower-bound 0**; `RuntimePlacedTag`=player-built. [[DR-020_M7_Automation_Production_Chains]].
- **Structures:** only `Type` replicates (client derives `Cell`); **occupancy is DERIVED** from live ghosts, never baked. See [[DR-014_M6_Build_Structures_Automation_Foundation]].
- **Co-op placement atomicity:** commit `StorageMath.Withdraw` + cell-reservation **in-place in the RPC foreach** (only `Instantiate` via ECB) so two same-tick requests for one cell can't both pass. Ledger spends generally: afford→act else SOFT-FAIL (no cooldown-burn), read LIVE in-loop (no hoist); a Health-less entity silently drops OUT of an aggro snapshot (snapshot ABOVE the early-return).
- **DR-051 purge (07-15) ★:** siege/cycle/core/turret/automation + legacy `AbilityRef` path + onboarding **DELETED** (git = the archive; retired bullets → gotchas archive 07-15). **Retired byte VALUES stay reserved, never renumbered** (`StructureType` 1-4, `ResourceId.Charge`, `DebugOp` 3/10/11, `TuningKnob` 20-23); `DebugOp.SpawnWave`/`EndSiege` RE-MEANT (force-wave / quiet-arena). **Waves UNGATED** — a baked `WaveDirectorAuthoring` decides by placement. Sockets are THE ability model (frame loadout seeded unconditionally at spawn); `CharacterId``FrameKind`. [[DR-051_Lantern_Realignment_Purge]].
- **Harvest:** in-run nodes→PERSONAL `InventorySlot` (`[GhostField] OwnerSendType.All`, spill→ledger); `G`=deposit at base. Inventory/equipment PAUSED → archive 2026-06-12 + [[DR-026_Inventory_Equipment_Progression_Foundation]].
- **Disk persistence (`SaveData`, single-slot atomic JSON, versioned/additive) ★:** **born-correct load**`CycleDirectorSpawnSystem` stages `PendingSave` AT SPAWN; `BaseRestoreSystem` replays structures charge-free + REMAINING-tick cooldowns + HP. `SaveService.Load` = additive floor `[MinLoadableVersion=2, Current]` (old saves load; missing field 0-defaults). See [[DR-019_Frontend_Menu_Settings_Saves_Build]].
- **Disk persistence (`SaveData`, single-slot atomic JSON, versioned) ★:** **born-correct load**`CycleDirectorSpawnSystem` (the ledger/RunInfo/meta host) applies the menu-staged `PendingSave` AT SPAWN; `BaseRestoreSystem` replays structures charge-free + HP. **v7 = a FRESH EPOCH: `MinLoadableVersion = CurrentVersion = 7`** (older saves rejected → New Game); additive again going forward. `RunDirectorSystem`'s terminal bank is the sole autosave trigger. See [[DR-019_Frontend_Menu_Settings_Saves_Build]] + [[DR-051_Lantern_Realignment_Purge]].
### Presentation / juice / VFX
- **All juice/HUD = client-only observe-only `SystemBase` in `PresentationSystemGroup`** (once/frame, no rollback double-fire), never mutates the sim. Read ECS via `SystemAPI.Query` + `EntityManager.CompleteDependencyBeforeRO<T>()` — NOT MonoBehaviour `LateUpdate` (job-safety throw). `Entity` = a stable client dict key per ghost lifetime — **prune the cache each frame** (a pruned ghost = a kill/loss → death VFX); **never `DestroyEntity` a ghost client-side** (`GhostDespawnSystem` owns despawn). Hit-stop = camera punch, **never `Time.timeScale`**.
@@ -103,7 +101,7 @@ Long-form originals + the milestone each came from: `Docs/Vault/_Meta/CLAUDE_Bui
### Art import (HDRP store packs → URP)
- BefourStudios HDRP art: convert via `EnvArtTools.cs`, never switch pipelines (HDRP breaks EG); Synty = URP-native → archive 2026-07-06.
- **World = cosmetic Synty nature biomes ★ (DR-025):** `Game.unity` roots `BaseBiome`(Meadow_Forest)@origin + `ExpeditionBiome`(Arid_Desert)@+1000; ground = stock URP/Lit (NOT prop-atlas `S_General`). Per-region fog/ambient cross-fade via client `WorldAtmosphereSystem` (camera X>500). **PNB fog/cloud-ring prefabs = white torus — don't place.** See [[DR-025_World_Environment_Redo_Natural_Frontier]].
- **World = the LANTERN murk ★ (DR-051; Synty biomes deleted):** ONE look — `PostFX_Lantern.asset` (ACES; needs URP HDR grading) + `Env_SeabedKit.prefab` (ArtStaging-sourced) + unified RenderSettings (NO skybox; Exp² teal fog {0.02,0.10,0.12}; flat ambient {0.03,0.055,0.08}; density knob 0.035 play / 0.075 staging; camera clearFlags **SolidColor deep-water** — else no-skybox corners bleed blue). `ScenePolicy.IsGameplayScene()` gates the dynamic-look systems — never re-add `scene.name` string checks. `WorldAtmosphereSystem` = water-column murk.
- **A dark-lit screenshot MASKS material bugs — verify material *values*.** `shader.GetPropertyType(idx)`-guard before `GetColor`/`GetFloat`/`GetTexture` (`S_General`'s `_BaseColorMultiply` is a float → `GetColor` returns black). Gate emission on the `_Emissive` flag + a fixture name; keep converted env metallic low (0.10.2).
- **An EG per-instance tint (`URPMaterialPropertyBaseColor`) darkens a ghost ONLY if the shader's `_BaseColor` is Hybrid-Per-Instance** (ShaderGraph `overrideHLSLDeclaration:true`+`hlslDeclarationOverride:2`). Enemies flash because `AnimatedLitShader` is DOTS-authored; a **stock Synty prop graph (`Generic_Basic`) is Unity-Per-Material → the override RENDERS but silently no-ops.** Check the graph before planning a per-instance tint on a baked/prop mesh; else use procedural decal quads (07-12 cover damage-cracks, Part P).
- **VolumeProfile.Add persistence + the URP `m_AssetVersion` build blocker** → archive 2026-07-06 (+ native memory `urp-global-settings-version-blocks-build`).
@@ -137,7 +135,7 @@ Full rationale: [[DR-022_Animation_Pipeline_Rukhanka_Synty]] · [[DR-023_Enemy_A
## Bootstrap & worlds
- `ProjectM.Simulation.GameBootstrap : ClientServerBootstrap` overrides `Initialize` with `AutoConnectPort = 0` (M4 — listen/connect is explicit via the `ConnectionConfig` singleton + per-world ConnectionControlSystems). **Editor default = instant-into-game + MPPM** (creates `ServerWorld` (`WorldFlags.GameServer`) + `ClientWorld` (`WorldFlags.GameClient`)); the `ProjectM/Boot Into Menu (Editor)` EditorPref flips the MAIN editor to the frontend path. **Player builds boot the UITK frontend menu** (`return false` → one menu world, no netcode worlds until a menu choice). See [[DR-019_Frontend_Menu_Settings_Saves_Build]].
- **Scenes:** `Assets/Scenes/MainMenu.unity` (build index 0) boots the UITK frontend (menu world only); `Assets/Scenes/Game.unity` (index 1) holds gameplay with `Assets/_Project/Subscenes/Gameplay.unity` wired in as the baked subscene (GameObject `GameplaySubScene`). `SampleScene`/`DevSandbox` are kept as reference/dev scenes. The on-demand lifecycle (`WorldLauncher`/`SessionRunner`/`MainMenuController`) creates the right worlds per menu choice (Single/Host/Join), THEN `LoadScene(Game)` (subscene-streaming rule above).
- **Scenes (the DR-051 contract — exactly these four):** `MainMenu.unity` (build 0, UITK frontend) · `Game.unity` (build 1, the seabed arena; subscene `Gameplay.unity`) · `DevSandbox.unity` (renamed from Gym; dev tooling + subscene `GymSub.unity`; the `DebugOverlay`/F1-F2 dev scripts gate on this scene NAME) · `ArtStaging.unity` (art viewing, no player; the look's source of truth). All share the LANTERN look (see World bullet). The on-demand lifecycle (`WorldLauncher`/`SessionRunner`/`MainMenuController`) creates the right worlds per menu choice (Single/Host/Join), THEN `LoadScene(Game)` (subscene-streaming rule above).
- **Direction = LANTERN ★ — pivot LOCKED 2026-07-13 ([[DR-048_Lantern_Adoption_Full_Pivot]]).** Co-op action-RPG, *light is territory* (seed-pinned pocket-graph; SoD manual-aim skillshots; suit-frames + Sparks + wild mutations). Supersedes the Awakening-Engine fiction + the Co-op Hades iteration. Operative roadmap [[Roadmap_Lantern_Slice]]; **existing code (combat feel, ability/boon plumbing, run/hub lifecycle, save, regions/relevancy) is QUARRY, not foundation** — keep/rework/mothball per [[Lantern_Strip_Mothball_Inventory]]. **No world code until the ★review-first world-model spike ([[Lantern_World_Model_Spike]]) passes its design review.** The prior co-op-Hades core-loop (ready-check multi-room RUNS; `RunDirectorSystem`/`BossState`; DR-044/045/046) is salvage — invariants archived 07-13 in the gotchas archive. ★ **general gotcha kept: a serialized prefab bool ignores the C# initializer — flip the value in the prefab.**
## DOTS / ECS conventions (authoritative summary)