LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned co-op-Hades game with LANTERN combat bolted on, and that a third of the codebase was live code for a direction abandoned on 2026-07-13. Operator chose deletion over freezing: "everything is saved in source control if needed. I want the project to be clean." DELETED (~140 source files, Scripts 335->231, Tests 77->43): - Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring / SwarmerAuthoring were attached to ZERO prefabs, so LungeState / SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI passes, BossAISystem (261 lines) and the whole MixBands escalation curve could not match a single chunk at runtime, while 734 lines of green tests certified them. Both shipping enemy prefabs were already byte-identical in stats. - Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag, route select, portal interact, ready-check, room field/teardown. - Meta shop, prep loadout, boons (incl. KillRewardSystem and DashTrailDamageSystem, which existed only to serve boon flags). - Build palette + structures, shared storage, inventory/equipment (already recorded PAUSED in CLAUDE.md). - The HUD panels driving all of the above (HudSystem 1168 -> 610). KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter for spawn rings, respawn and dynamic light), the resource ledger + StorageMath, the save system, region/relevancy. Three of these were in the delete set until I checked their consumers — worth remembering that the file-level manifest was wrong about them. Also folds in audit finding M5: PlayerClass was a second, server-only copy of the byte FrameId already replicates. It existed for the meta shop; with that gone, FrameId is the single frame identity. Harvest is now single-sink (ledger). HarvestMath keeps its shape so LANTERN's carried-vs-banked cargo split lands in one place, not two. 295/295 EditMode green, zero compile errors. Subscene re-bake and Play validation follow in the next commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -20,7 +20,6 @@ namespace ProjectM.Server
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct GoInGameServerSystem : ISystem
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{
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bool _warnedMetaBlocked; // one-shot: a mis-authored subscene must not silently block spawns forever
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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@@ -44,18 +43,9 @@ namespace ProjectM.Server
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// block spawns forever. GymTag switches to the clean gym path (no meta seeding; a default Spark socket
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// loadout below instead). The class seeds still apply (harmless: AbilityFireSystem reads sockets).
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bool isGym = SystemAPI.HasSingleton<GymTag>();
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MetaUpgradeCatalog metaCatalog = default;
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DynamicBuffer<MetaTierState> metaRecord = default;
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if (!isGym && (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out metaCatalog) || !metaCatalog.Value.IsCreated
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|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out metaRecord, true)))
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{
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if (!_warnedMetaBlocked)
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{
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UnityEngine.Debug.LogWarning("GoInGameServerSystem: player spawn waiting on the meta catalog/director (a mis-authored subscene would block spawns forever).");
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_warnedMetaBlocked = true;
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}
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return;
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}
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// 2026-08-07 audit purge: spawning used to block until the MetaUpgradeCatalog + MetaTierState buffer
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// were present (the audit's M12 — a missing catalog stranded the GoInGame RPC and no player ever
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// spawned). Both are deleted, so that whole gate and its one-shot warning are gone with them.
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var spawner = SystemAPI.GetSingleton<PlayerSpawner>();
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@@ -87,7 +77,9 @@ namespace ProjectM.Server
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ClassTraits.AppendSeeds(classId, player, ecb);
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// Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta
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// seeding at Step 12a + per-class spend at Step 13 resolve the tier record through this).
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ecb.AddComponent(player, new PlayerClass { ClassId = classId });
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// 2026-08-07 audit purge: PlayerClass was a second, server-only copy of the same byte FrameId
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// already replicates (audit finding M5). It existed so the meta shop could key on it; the meta
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// shop is gone, so FrameId is now the single frame identity.
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ecb.AddComponent(player, new FrameId { Value = classId }); // Add (not Set): baked on the real player; absent on the minimal test prefab // replicated frame/class signal
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// Per-frame default Spark loadout on keys 1-4 (UNCONDITIONAL since the legacy path died — without
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// this a non-gym spawn would have four empty sockets and no abilities at all).
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@@ -97,32 +89,9 @@ namespace ProjectM.Server
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sockets.Add(new AbilitySocket { SparkId = f1 });
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sockets.Add(new AbilitySocket { SparkId = f2 });
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sockets.Add(new AbilitySocket { SparkId = f3 });
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// Step 12a: born-correct PERMANENT meta seeding — replay this class's persisted tiers as
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// meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the
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// ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a
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// rebalanced MaxTier (D-F5). Class gate via BoonMath.MaskFor (ClassId is the normalized
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// FrameKind 2/3 — a raw 1<<ClassId would compute bits 2/3 and silently skip everything).
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if (!isGym)
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{
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ref var metaPool = ref metaCatalog.Value.Value;
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byte classBit = BoonMath.MaskFor(classId);
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for (int m = 0; m < metaRecord.Length; m++)
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{
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if (metaRecord[m].ClassId != classId || metaRecord[m].Tier == 0) continue;
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int defIdx = MetaMath.FindDef(ref metaPool, metaRecord[m].UpgradeId);
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if (defIdx < 0) continue; // unknown id (catalog drift) — preserved on disk, skipped live
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if ((metaPool.Defs[defIdx].ClassMask & classBit) == 0) continue;
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byte tier = metaRecord[m].Tier < metaPool.Defs[defIdx].MaxTier
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? metaRecord[m].Tier : metaPool.Defs[defIdx].MaxTier;
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ecb.AppendToBuffer(player, new StatModifier
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{
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Target = metaPool.Defs[defIdx].Target,
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Op = metaPool.Defs[defIdx].Op,
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Value = metaPool.Defs[defIdx].ValuePerTier * tier,
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SourceId = Tuning.MetaSourceIdBase + metaRecord[m].UpgradeId,
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});
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}
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}
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// 2026-08-07 audit purge: born-correct PERMANENT meta seeding replayed each frame's persisted
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// upgrade tiers as meta-band StatModifiers. The meta shop is deleted, so a spawn now carries only
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// the frame's own stat band (ClassTraits.AppendSeeds above).
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// Auto-despawn the player when its owning connection is removed.
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ecb.AppendToBuffer(connection, new LinkedEntityGroup { Value = player });
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