Docs: Phase 1.7 boon-overhaul build spec + DR-047 + session log + roadmap tick + CLAUDE.md 7-type-query gotcha

Boon overhaul CODE-COMPLETE (mechanic-changers): design forks locked,
pre-code review (11 findings folded), post-impl review (incomplete on a
session limit — raised findings self-verified, 2 real bugs fixed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-12 18:54:06 -07:00
parent 6dcd8a243d
commit 972e0d5b4f
5 changed files with 314 additions and 6 deletions
+1 -1
View File
@@ -145,7 +145,7 @@ Full rationale: [[DR-022_Animation_Pipeline_Rukhanka_Synty]] · [[DR-023_Enemy_A
Full rules: `.claude/skills/dots-dev/references/dots-conventions.md` (in-repo; travels with the repo). These **replace** classic MonoBehaviour/GameObject patterns.
- **`struct : IComponentData`** is the default (unmanaged, Burst/job-friendly). `class : IComponentData` only for genuine managed refs (main-thread, no Burst). `IBufferElementData` for per-entity arrays. `IEnableableComponent` to toggle state without a structural change.
- **Systems:** `ISystem` (struct) + `[BurstCompile]` is the **default**; `SystemBase` only when touching managed objects. `SystemAPI.Query<…>()` to iterate. **Aspects (`IAspect`) are DEPRECATED (Entities 1.4+) — do not author new ones.** `Entities.ForEach` is legacy.
- **Systems:** `ISystem` (struct) + `[BurstCompile]` is the **default**; `SystemBase` only when touching managed objects. `SystemAPI.Query<…>()` to iterate**max 7 type args**; read an 8th component via a `ComponentLookup` keyed by the entity (hit twice in Phase 1.7 boons). **Aspects (`IAspect`) are DEPRECATED (Entities 1.4+) — do not author new ones.**
- **Jobs:** `IJobEntity` / `IJobChunk`; thread `JobHandle` through `state.Dependency`; mark inputs `[ReadOnly]`. Allocators: `Temp` (frame), `TempJob` (one job), `Persistent` (must dispose). Burst breaks on managed types/exceptions/reflection/strings.
- **Structural changes** (add/remove component, create/destroy entity) invalidate handles + cause sync points → batch via **`EntityCommandBuffer`** (Begin/End`Simulation`EntityCommandBufferSystem; `.AsParallelWriter()` in parallel jobs).
- **Baking:** `…Authoring` MonoBehaviour + `class FooBaker : Baker<FooAuthoring>``GetEntity(authoring, TransformUsageFlags.…)` then `AddComponent`. Subscenes stream async — entities aren't present the instant a reference exists.