Game::StrategyAIAgent::Streamable and the ten shapes under it. The whole writer is unconditional -- the branch the decompiler shows around lnat is an inlined vector destructor whose operator delete is marked noreturn, and both paths converge -- so the recovered sequence and a single record are the same sequence, and all 36 items match with 0 wire-only and 0 shape-only. CD blocks are now selected by the CDT id at the same ordinal, in both directions; the one .TurnCommands_v5 block per save still falls to a Node. Also: Sim's Attrib was not an empty frame, it was an AttribMap holding a count of 0, and typing it closes those two items too. And StreamableEnum<T> writes a frame containing one int, not a bare int, so SysMem/mts/nalat are arrays of one-int frames -- byte-neutral, since all three have count 0 in every save, but the previous typing was wrong. Conformance 74 shapes/769 items -> 86/838, still 0 MISMATCH. Round trip byte-identical on all four saves; ratchet 97.5 -> 99.8. Every container that is empty in all four saves is named as such in the notes; the new unit test populates each one, since nothing else exercises them.
6.4 KiB
G — the wire schema channel
include/generated/sots_stream_schema.h is the second generated channel into this repo, alongside
include/generated/sots_addresses.h. Both carry facts about the original binary and nothing
else, both are produced by a script in the sots-re notes repo, and neither is ever hand-edited.
sots-re objects/layouts.json (the serializer recovery, memory-layout view)
| tools/streams.py -> objects/streams.json (wire view)
| tools/gen_stream_schema.py
v
sots-engine include/generated/sots_stream_schema.h
Regenerate after any change on the notes side:
cd ~/sots-re
uv run python3 tools/streams.py
uv run python3 tools/gen_stream_schema.py ../sots-engine/include/generated/sots_stream_schema.h
What crosses, and what deliberately does not
What crosses is the wire schema: for each serializable class, the ordered sequence of items its
Write puts on the stream — on-disk tag, on-disk primitive, and how the item is framed.
What does not cross is every memory fact in the recovery: field offsets, sizeof, gaps,
container strides. This engine is our own C++, not a byte-for-byte decompilation. It has to read and
write the on-disk format faithfully; it must not inherit the original's ABI in its runtime types,
and shapes.h is free to lay its structs out however C++ likes.
The shim is the one component that legitimately needs the original's ABI, because it reads the
running game's memory. Those offsets have their own home: offset entries in addresses.json,
which arrive through sots_addresses.h.
Note the primitive in the table is the disk type. A member the original holds as int16 or
int8 is written by Stream::WriteInt and is four bytes on the wire; nothing narrow reaches the
stream.
Why it is a check, not a generator
The table is a specification, not a program. The recovery is a linear pass over the game's
Write, so:
- It cannot see branches.
StarShipwritesBQ2only whenhbqis set; the table lists it unconditionally. The sequence is a superset of what any single record contains. - Container loops are flattened. A count item is followed by its element items as siblings
(
member == false), not nested inside the container.
A codec driven straight off the table would desynchronise on the first branch. So the hand-written
io(Ar&) shapes stay the codec — they express the conditionals and the nesting the binary facts
cannot supply — and the table is what proves they agree with the binary.
The two extra archives
src/mars/stream/probe.h adds two archives to the three in archive.h:
SchemaProbewalks a shape'sio()with every branch taken — the same "all branches" view the recovery has — and records the item sequence.tests/mars_stream/test_wire_schema.cppLCS-aligns that against the generated table. A tag both sides name with different disk primitives is a hard failure; a wire-only item is a conditional or coverage debt and is reported only. Run withSOTS_WIRE_VERBOSE=1to list every gap.CoverageArchivewalks a populated shape'sio()and separates items a field names (typed) from items only a genericNodecarried (opaque). This matters because a byte-identical round trip is not a coverage claim:ar.anyand thear.resttail round-trip perfectly by copying bytes they do not understand.test_saveprints the split and the worst offenders, and carries a ratchet so typing a body can never silently regress.
Adding a shape
uv run python3 ~/sots-re/tools/streams.py Game::TheClass— the item list, in disk order.- Write the
io()inshapes.h. Watch for two things the table shows but does not spell out: an item marked[element]is a loop body, so the item before it is a count, not a field; and an item the game writes conditionally will be listed anyway. - Add a
check<sh::Shape>("Shape", "Game::TheClass")line totest_wire_schema.cpp. ctest— the conformance test fails on a type disagreement, andtest_savefails if the round trip breaks or coverage regresses.
What the table cannot tell you: polymorphic members
Mars::StreamableHelper<Base> is a pointer, and the wire schema only records that a frame goes
here — never which derived class wrote it. Game::SVSOSots writes two such lists, each preceded by
the key that selects the body (xscn, a scenario name, for xsc; EncID, an int, for EncObj).
Those maps are not on the wire at all; they were read out of the game's own factories and are
recorded in the notes repo (findings/objects/svsctob-variants.md). The shapes apply the key in
both directions — the reader select()s from what it just read, the writer from what it is about
to write — so a body goes back out as whatever it came in as, and a key with no shape falls to a
generic Node and still round-trips.
The CD custom-data blocks are the same problem one level up, and worse: the key is not even
adjacent. CDT lists the block ids and the CD frames follow in that order, so a block's body is
selected by the id at the same ordinal in a different frame. SaveGame::io() walks the two in
step and select()s from the id's suffix, in both directions; a suffix with no shape (today,
.TurnCommands_v5) falls to a generic Node.
Two more things the table's prim column will not save you from:
- A
booland anintitem are the same size only when the tag length makes the padding agree. A 4-character tag gives 4 + 4 + 1 → 12 and 4 + 4 + 4 = 12; a 3-character tag gives 8 and 12. That coincidence is what hidodetbeing a bool for a whole campaign round. - An empty string is four zero bytes, byte-identical to the int 0, so a string field that is
empty in all available data round-trips perfectly while typed as an int. That is what hid
Game::SystemParams's name field. - A container whose count is 0 in every save hides its element type completely. The table names
the element class, but the framing is a property of the helper that writes it, not of the
element:
VectorHelper<Mars::StreamableEnum<T>>writes each element as a frame holding one int, not as a bare int, becauseStreamableEnum's own writer is a nested object.SysMem,mtsandnalatwere all typed as int arrays on the strength of the decorated name and all three were wrong in the same way — invisibly, because none of them has ever had an element.