Commit Graph

5 Commits

Author SHA1 Message Date
kronic e0c59ad663 Perf: pool one-shot SFX + authored VFX, cut per-frame presentation allocation
Track B. All 21 one-shot cues funnelled through FeedbackFx.PlayClip ->
AudioSource.PlayClipAtPoint, which allocates a GameObject + AudioSource per call
and schedules a delayed Destroy — ~20-33 times a second in light combat. New
OneShotAudioPool is a 32-voice 3D ring behind an UNCHANGED PlayClip signature, so
all 20 consuming call sites are untouched.

Parity is the whole game here: PlayClipAtPoint sets spatialBlend = 1 explicitly (a
fresh AudioSource is 2D) and leaves the rest at stock defaults. Two deliberate
divergences, both forced by the voices being long-lived: playOnAwake = false, and
dopplerLevel = 0 because a pooled voice TELEPORTS between events and would
otherwise pitch-bend. Root is DontDestroyOnLoad (WorldLauncher does
LoadScene(Single) while the client world is alive) with a SubsystemRegistration
reset, or session two rents destroyed voices.

Authored impact VFX are pooled per prefab instead of Instantiate/Destroy per hit:
components cached per INSTANCE (refs are instance-scoped), main.stopAction forced
to None (a prefab set to Destroy silently drains the pool), instances filled under
an inactive root so Awake/Start never run — which is what makes the DestroyImmediate
in StripCosmetic safe — ps.Clear before Play, TrailRenderer.Clear after the
reposition, and a Rented flag as the at-most-once guard against a double Return
aliasing one instance to two callers.

Per-frame allocation: the slash-arc and enemy-wedge mesh builders each allocated
four arrays on every call (up to twice a frame, and once per winding enemy); HUD
and ability-bar labels rebuilt their strings every frame; damage-number fades
rewrote TextMesh vertex colours every frame; health bars pushed uGUI writes
unconditionally; two systems played back an empty EntityCommandBuffer (a
structural-change sync point) every frame.

Also closes an AudioClip leak across all seven clip-owning systems: an
AudioClip.Create'd clip is a standalone UnityEngine.Object, so destroying a
system's FX root left it alive (MusicSystem ~6.8 MB, AmbientAudioSystem ~2 MB per
client-world teardown).

CombatFeedbackSystem's TryHold call sites go with this commit because they share
the file; the camera-side removal lands in the next one.

Verified live: PlayClipAtPoint's "One shot audio" GameObject never appears again
across 270 frames of combat with kills; the VFX pool fills to its retain cap and
stabilises; real cues route through the ring. 304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-13 23:02:50 -07:00
kronic 37b211a7f8 Netcode: fix interpolated-tick cues + add a terminal RPC reaper (audit M1/M4/M12)
M1 — two systems timed INTERPOLATED ghosts against the PREDICTED tick,
the exact hazard CLAUDE.md documents and the one that is invisible on
loopback:
- EnemyDangerTelegraphSystem timed the red danger cone off nt.ServerTick,
  so over a real connection the dodge tell finished ~RTT/2 + interp
  buffer EARLY. The cue lied.
- PlayerAnimationDriveSystem fed the same predicted tick to RemoteDriveJob
  ([WithDisabled(GhostOwnerIsLocal)] — i.e. interpolated teammates), so a
  teammate's swing animation desynced from their damage.
Both now use the ZoneTelegraphSystem idiom. The LOCAL drive job keeps
ServerTick: the owning player really is predicted.

M12 — the RPC leak I reproduced live during the audit. Every receiver in
this project gates on RequireForUpdate over a scene-baked singleton; in a
scene without it the receiver never runs and the request entity is never
destroyed. Netcode's WarnAboutStaleRpcSystem Consume()s but never
destroys, and is compiled out of player builds — so these accumulated
silently, and worst in a shipped build.
New StaleRpcReaperSystem (server, OrderLast, no RequireForUpdate) destroys
any unconsumed request that outlived its receiving frame. Consumed
requests are left to their owner. Verified live: a planted unconsumed
request is gone within a few frames. Three regression tests pin both
halves of the contract.

Also: HealthApplyDamageSystem and ProjectileDamageSystem now filter
.WithAll<Simulate>(). They are ServerSimulation-only so it was not a bug,
but the audit's "all predicted systems filter Simulate" reassurance was
false until now — the rule is unconditional again.

The five undisposed Allocator.Temp ECBs the audit flagged all lived in
systems the purge deleted; none remain.

298/298 green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:17:47 -07:00
kronic 62e48a3b0b 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>
2026-08-07 12:59:39 -07:00
kronic a335ca3f21 Feel: attack distinctness — per-kind telegraph colours, windup voices, spit light
Every enemy kind now has a unique read on the existing replicated
state (client-only, zero netcode):

- Telegraph COLOURS per EnemyTelegraph.Kind: grunt orange, charger
  crimson (boss shares it - shapes already differ: cone/wedge/ring),
  spitter toxic-green lane, swarmer yellow. Shapes were already
  per-kind; they all rendered the same HDR red.
- Windup VOICES at the onset edge (the existing _prevWindup edge +
  strike-beep distance gate): grunt low thud, charger rising roar,
  spitter wet hiss, swarmer chitter - kinds read by EAR before the
  telegraph ramps.
- Projectile light colour by ownership in DynamicLightSystem: owned
  shots stay player-cyan, un-owned (Spitter spit) glows toxic green
  (EnemyProjectileColor knob).

Verified live: 12 s combat histogram shows zones rendering with
EnemyDanger_K0 (grunt) + EnemyDanger_K1 (charger) materials keyed to
real windups (screenshot); 466/466 EditMode; console clean. Remaining
distinctness depth (per-kind anim clips, creature locomotion) rides
the parallel Blender workstream.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 23:17:43 -07:00
kronic 6379f5d897 Hygiene B5: split HudSystem + CombatFeedbackSystem god-objects
Extract 7 sibling PresentationSystemGroup systems (client-only, observe-only), faithfully relocating methods+fields so behavior is preserved by construction:
- HudSystem (2129->1588L): BoonModalHudSystem, RouteMapHudSystem, MetaShopHudSystem, ClassPrepPortalHudSystem — each owns its own runtime UIDocument (MenuUi.LoadPanelSettings + own sortingOrder + EnsureEventSystem), the proven EnemyMarkerSystem/OnboardingSystem pattern; no shared root, no new static bridge.
- CombatFeedbackSystem (1300->914L): RoomPortalBeaconSystem, EnemyHealthBarSystem, EnemyDangerTelegraphSystem — each owns its FX-root + mats (via FeedbackFx), self-queries enemies + self-detects its edge (health-bar LastHp; danger _prevWindup), prunes its caches each frame.

Verified: compiles clean (0 errors), 466/466 EditMode tests pass, Play world-creation clean (no ComponentSystemSorter cycle, no OnCreate exception, 0 console errors). NOTE: the final VISUAL smoke (panels appear at the right lifecycle; enemy health bars / danger telegraphs / portal beacon render; buttons live) needs a FOCUSED Play pass — the play-mode transition throttles while Unity is unfocused, so I could not drive live frames headlessly.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 14:00:55 -07:00