board: round three in-progress

This commit is contained in:
alex 2026-09-07 15:25:38 -04:00
parent fc1d703ce7
commit 47463c7905

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@ -8,7 +8,7 @@ Status flow: `backlog → in-progress → mapped → verified` (or `blocked`).
| RTTI class inventory | meta | mapped | high | 100% | 2026-09-07 | `findings/objects/00-inventory.md` — 1924 types, engine=Mars |
| `.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 | turn SM known from names: strategic round -> SETurnEndPending -> SEProcessTurn -> querying round -> combat round -> SNMAllCombatDone. Ghidra: StrategyMapScreen ctor, ScreenBar::ToggleList, CombatScreen load |
| main loop / tick dispatch | control-flow | in-progress | — | 0% | 2026-09-07 | turn SM known from names: strategic round -> SETurnEndPending -> SEProcessTurn -> querying round -> combat round -> SNMAllCombatDone. Ghidra: StrategyMapScreen ctor, ScreenBar::ToggleList, CombatScreen load |
| `Game::ClientPlayer` / `AIPlayer` | object | mapped | high | 80% | 2026-09-07 | empire STATE = Game::ServerPlayer (~110 members, abs 0x28..0x3dc; IStreamable +0x3a0; read FUN_008804d0 / write FUN_008563e0). ClientPlayer = client view. findings/objects/struct-recovery.md. Verify vs real save pending |
| `Game::StarSystem` | object | mapped | high | 80% | 2026-09-07 | Game::ServerSystem = star system + colony (~90 members, abs 0x18..0x2d4; read FUN_0075d4b0 / write FUN_00749630). PlayerView per-player fog view. Verify vs real save pending |
| `Game::Planet` / `DOPlanet` | object | mapped | high | 100% | 2026-09-07 | Planet : Actor is a RENDER actor, not streamed; all colony state is in ServerSystem (+PlayerView in NVs map) |
@ -29,6 +29,6 @@ Status flow: `backlog → in-progress → mapped → verified` (or `blocked`).
| UI screen & flow map | meta | mapped | high | 100% | 2026-09-07 | findings/subsystems/ui-screen-map.md - 36 screens; screens are C++ on Mars controls (NOT data); turn state machine recovered |
| `Game::StrategyServer` (sim block) | object | mapped | high | 80% | 2026-09-07 | top-level sim state; read FUN_007d27a0 / write FUN_0079fa70; IStreamable +0 |
| stream primitive API | subsystem | mapped | high | 100% | 2026-09-07 | IStreamable vft: +0x18 string, +0x1c bool, +0x20 float, +0x24 int, +0x28 nested, +0x30 raw; FUN_00816490 = NetworkObject handle id |
| real save for verification | verify | backlog | — | 0% | 2026-09-07 | need the game running (DXVK+lavapipe on VM140) -> autosave -> parse with recovered layouts |
| save_reader.py | verify | backlog | — | 0% | 2026-09-07 | Streamable reader (gzip, name-tagged, BEEFBEEF framing) from reference + recovered layouts |
| Ghidra type write-back | meta | backlog | — | 0% | 2026-09-07 | create struct datatypes + rename serializers in the sots project so ReVa sessions inherit the map |
| real save for verification | verify | in-progress | — | 0% | 2026-09-07 | need the game running (DXVK+lavapipe on VM140) -> autosave -> parse with recovered layouts |
| save_reader.py | verify | in-progress | — | 0% | 2026-09-07 | Streamable reader (gzip, name-tagged, BEEFBEEF framing) from reference + recovered layouts |
| Ghidra type write-back | meta | in-progress | — | 0% | 2026-09-07 | create struct datatypes + rename serializers in the sots project so ReVa sessions inherit the map |