From 5761836bbb17677bbf32776b82ea634a2f4931ec Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Tue, 14 Jul 2026 11:14:25 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20session=20log=20=E2=80=94=20LANTERN=20P?= =?UTF-8?q?hase=201=20Group=20A=20(4-socket=20combat=20kit)=20+=20A0=20mat?= =?UTF-8?q?erials?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Records the A0 material foundation + Phase 1 Group A implementation (steps 1/1b/2/2.5: socket data model, per-socket stats, AbilityFireSystem restructure + SpawnId repack, feel-layer migration), 494 green, the editor-focus correction, and the deferrals (L3 gate, AbilityRef cleanup, Group B content). Co-Authored-By: Claude Opus 4.8 (1M context) --- ...14_Lantern_Phase1_GroupA_Combat_Sockets.md | 67 +++++++++++++++++++ 1 file changed, 67 insertions(+) create mode 100644 Docs/Vault/07_Sessions/2026/2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets.md diff --git a/Docs/Vault/07_Sessions/2026/2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets.md b/Docs/Vault/07_Sessions/2026/2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets.md new file mode 100644 index 000000000..a58db27b9 --- /dev/null +++ b/Docs/Vault/07_Sessions/2026/2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets.md @@ -0,0 +1,67 @@ +--- +date: 2026-07-14 +type: session +tags: [session, lantern, phase-1, combat, sockets, implementation] +permalink: gamevault/07-sessions/2026/2026-07-14-lantern-phase1-groupa-combat-sockets +--- + +# Session 2026-07-14 — LANTERN Phase 1 Group A: the 4-socket combat kit + +> Implementation of Group A of [[Phase1_Combat_Gym_Build_Spec]] (adopted [[DR-050_Lantern_Phase1_Combat_Design]]), +> after the operator answered the parked forks + approved starting (verify-per-step, auto-commit). Serial MCP +> edits, L1+L2 per step. Also: the A0 material foundation, and an operator correction on editor focus. + +## Done + +**A0 material foundation** (committed `831c41c71`): `PaletteAtlas.png` (8×8 ontology swatch grid, sRGB/point/ +no-mip) + 3 shared materials — `M_Lit_Palette` (Lit URP graph), `M_Skinned_Palette` (the deformation-aware +`AnimatedLitShader`, per-instance tint), `M_Emissive_Gloam` (URP/Lit + HDR emission). The material-decision +essence (one atlas, ~3 materials, zero per-asset texturing). The in-engine style-proof SCENE gate is still open. + +**Phase 1 Group A — the 4-socket kit** (each step L1 clean + L2 green; auto-committed): +- **Step 1** (`67095024b`): `AbilitySocket` (cold loadout buffer, SendToOwnerType.All) + `SocketCooldown` (hot + owner-predicted, 4× `[GhostField] uint` + Burst-safe switch indexer) + `FrameId` (`[GhostField]` class signal) + baked on the player. Isolated player-ghost re-bake. +- **Step 1b** (`b143eb6bb`): `EffectiveSocketStats` (4-wide) + a second per-socket fold loop in + `StatRecomputeSystem` (uniform band). L2 `SocketFold` test. +- **Step 2** (`12f86c86d`): the netcode core — `PlayerInput` +4 `Socket0..3` events + `GetSocket`; gather binds + keys 1–4 (+socket 0 on the legacy primary); `AbilityFireSystem` restructured to a 4-arg query + `BufferLookup`s + (the 7-arg-cap fix), looping 4 sockets with per-socket cooldown/stats/dispatch (Cone + Projectile). **The + `SpawnId` repack** `owner14|socket2|fireCount12|fork4` via the pure `ProjectileSpawnId.Pack` (the #1 HIGH + desync fix — NP-1/RS-1/DB-3), with 5 unit tests. +- **Step 2.5** (`21f609c6c`): the client feel layer migrated — `PlayerAnimationDriveSystem` (both jobs → socket + reads via a shared `SocketFireAndCone` any-socket-firing helper) + `CombatFeedbackSystem` (muzzle + cone + unified into one per-socket fire-edge loop). + +**Suite: 489 → 494 EditMode green** (+SocketFold, +5 ProjectileSpawnId), zero regressions throughout. + +## Decisions / notes + +- Editor-focus correction (operator, 2026-07-14): the editor runs full-speed even minimized/unfocused here — do + NOT gate on focus. Recorded in native memory [[unfocused-unity-editor-hazards]]. +- `SocketCooldown` is `SendToOwnerType.All` (parity with the old implicit-send-all `AbilityCooldown`, so remote + ability feel replicates), NOT the buffer shape the spec floated — the scalar-shaped 4-field component + sidesteps the unproven predicted-buffer rollback (NP-4). +- Legacy `AbilityRef`/`AbilityCooldown`/`EffectiveAbilityStats` kept (vestigial) for compile-safe transition. + +## Open / deferred (surfaced, NOT silent) + +- **Group-A L3 gate (NEXT):** two-player Play + induced-rollback for the predicted `SocketCooldown` (NP-4 + gate) + the operator's eyes on muzzle/anim/HUD. Needs a socketed Spark (sockets bake empty) — a default gym + loadout (socket0=Primary projectile, socket1=Cone) makes firing testable. +- **AbilityRef-removal cleanup:** the `FrameId` server-writer + the 2 class-HUD re-points + `HudSystem`'s + ability bar + removing legacy `AbilityRef`/`AbilityCooldown`/`EffectiveAbilityStats` — deferred because + `AbilityRef` still works as the class signal through the transition (no feel regression). +- **Group B (steps 3–6):** Aoe/Hitscan archetypes + decoy/zone ghosts; the 5 Sparks + `BlinkSystem` + Harpooner + reel + player zone; two frames; manual-aim windups. Nothing fires in-game until the Sparks land (or the + default loadout above). + +## Next + +Run the group-A L3 gate (bake the default loadout → 2-instance Play → fire keys 1&2 → verify server==client + +SpawnId no-desync + rollback + eyeball feel), then Group B content. + +## Related + +- [[Phase1_Combat_Gym_Build_Spec]] · [[DR-050_Lantern_Phase1_Combat_Design]] · [[Roadmap_Lantern_Slice]] · + [[Art_Direction_Lantern]] · [[2026-07-13_Lantern_Phase0_Design_Pass_B]]