board: round two in-progress
This commit is contained in:
parent
35269d0083
commit
399fd0861a
1 changed files with 5 additions and 4 deletions
|
|
@ -9,9 +9,9 @@ Status flow: `backlog → in-progress → mapped → verified` (or `blocked`).
|
|||
| `.gob` format | subsystem | mapped | high | 100% | 2026-09-07 | renamed uncompressed ZIP (community-known) |
|
||||
| `Mars::AppStartup` (entry) | control-flow | backlog | — | 0% | 2026-09-07 | bootstrap → main loop |
|
||||
| main loop / tick dispatch | control-flow | backlog | — | 0% | 2026-09-07 | how subsystems are pumped per frame/turn |
|
||||
| `Game::ClientPlayer` / `AIPlayer` | object | in-progress | low | 30% | 2026-09-07 | vft ClientPlayer@0x00a32b68 (8) : StrategyPlayer, NetworkObject; AIPlayer@0x00a199c4 (11) : AIObject, IStreamable. fields TBD |
|
||||
| `Game::StarSystem` | object | in-progress | low | 30% | 2026-09-07 | vft@0x00a200e4 (8) : StarMapNode + NetworkObject/HandleObject/IStreamable. fields TBD |
|
||||
| `Game::Planet` / `DOPlanet` | object | in-progress | low | 30% | 2026-09-07 | vft@0x009ef144 (36) : Actor->TargetableEntity->PhysicalEntity->EntityBase; DOPlanet@0x00a28cfc (7). fields TBD |
|
||||
| `Game::ClientPlayer` / `AIPlayer` | object | in-progress | low | 30% | 2026-09-07 | R2: struct recovery via save-name xrefs (SimPlayerDetails); vft ClientPlayer@0x00a32b68 : StrategyPlayer, NetworkObject |
|
||||
| `Game::StarSystem` | object | in-progress | low | 30% | 2026-09-07 | R2: struct recovery via save-name xrefs; vft@0x00a200e4 : StarMapNode |
|
||||
| `Game::Planet` / `DOPlanet` | object | in-progress | low | 30% | 2026-09-07 | R2: struct recovery via save-name xrefs; vft@0x009ef144 (36) : Actor chain |
|
||||
| `Game::ShipDesignDef` / `DesignList` | object | in-progress | low | 30% | 2026-09-07 | vft@0x009fef64 (3), leaf (0 bases); mostly data-defined via .shipsection. fields TBD |
|
||||
| `Game::FleetLayout` | object | backlog | — | 0% | 2026-09-07 | fleet composition |
|
||||
| Mars entity chain | object | mapped | high | 100% | 2026-09-07 | EntityBase@0x00a36fd0 (10) -> PhysicalEntity@0x00a3710c (12) -> TargetableEntity -> Actor@0x009e2114 (36); mixins RigidBody/Body/NetworkObject/HandleObject/IScriptable |
|
||||
|
|
@ -23,6 +23,7 @@ Status flow: `backlog → in-progress → mapped → verified` (or `blocked`).
|
|||
| class hierarchy + key vftables | meta | mapped | high | 100% | 2026-09-07 | findings/objects/ghidra-recon.md - RTTI Base_Class_Array read directly; vftables for 8 core classes |
|
||||
| data-model (.gob data files) | subsystem | mapped | high | 100% | 2026-09-07 | findings/subsystems/data-model.md - tech/weapons/sections/races/AI all data-driven |
|
||||
| string / config intel | meta | mapped | high | 100% | 2026-09-07 | findings/subsystems/strings-and-config.md |
|
||||
| Mars brace-block parser | subsystem | backlog | — | 0% | 2026-09-07 | one recursive KV parser; reimpl lever + feeds verify/parsers |
|
||||
| Mars brace-block parser | subsystem | in-progress | — | 0% | 2026-09-07 | R2: python parsers + 100% parse proof + cross-links -> verify/parsers/ |
|
||||
| networking (SNM/FNM + GameSpy) | subsystem | backlog | — | 0% | 2026-09-07 | ~60 SNM strategy msgs, FNM file-xfer/host-migration; lockstep sim |
|
||||
| battle-load: thread contention | subsystem | backlog | — | 0% | 2026-09-07 | root cause hunt: CreateThread sites FUN_00902350, FUN_00736e30, FUN_008a0e50; streaming-sound thread; lockstep sync waits |
|
||||
| UI screen & flow map | meta | in-progress | — | 0% | 2026-09-07 | R2: GUI .script + Strings.csv + *Panel classes -> screen catalog + game flow |
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue