# Campaign board Status flow: `backlog → in-progress → mapped → verified` (or `blocked`). `verified` requires re-verifier evidence. Maintained by **re-quartermaster**. | Target | Type | Status | Conf | Coverage | Updated | Notes | |---|---|---|---|---|---|---| | 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 | mapped | high | 100% | 2026-09-07 | entry 0x00925794 -> WinMain 0x0089dd30 -> DemoApp ctor 0x0089c950 -> Mars::Application::Initialize 0x008a0e50 (config/affinity, D3D9, window, sound thread, OnStartup -> net thread). findings/control-flow/turn-spine.md | | main loop / tick dispatch | control-flow | mapped | high | 90% | 2026-09-07 | Application::Run 0x0089f5b0: FrameTimer, PanelManager, DemoApp::OnUpdate 0x00898800 / OnTick 0x0089a640 / OnRender 0x00899210. Turn pipeline: EndTurn 0x00783be0 -> BeginProcessTurn 0x007d98e0 -> StrategyServer::ProcessTurn 0x007dc6c0 -> RunCombatRound 0x007cbe80 -> SETurnResults -> ResumePlaying 0x007ddc90. Lockstep on every machine | | `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) | | `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 | mapped | high | 80% | 2026-09-07 | StarFleet (read FUN_00702470/write FUN_00701070) + StarShip (FUN_00853fa0/FUN_008291f0) layouts recovered incl. FlightPlan/Waypoint/NodeRoute; FleetLayout = UI. Verify vs real save pending | | 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 | | `Game::GameCombatSim` + `CombatCommand*` | subsystem | backlog | — | 0% | 2026-09-07 | tactical combat (~40 command types) | | D3D9 device init | subsystem | backlog | — | 0% | 2026-09-07 | `Mars::DrawDevice`/`Camera` → Direct3DCreate9/CreateDevice | | `Mars::Buffer::gobio` | subsystem | in-progress | — | 0% | 2026-09-07 | .gob I/O; anchors the verify/ parser | | serializable-types vs save structs | verify | mapped | high | 100% | 2026-09-07 | findings/objects/save-editor-structs.md (~130 structs, exact order); verifier: cross-check vs binary next | | battle-load path | subsystem | mapped | med | 60% | 2026-09-07 | mitigation = blunt affinity pin FUN_0089ee70 (SetProcessAffinityMask); NO topology detection -> no adaptive branch; cause = emergent multi-core contention | | 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 | verified | high | 100% | 2026-09-07 | verify/parsers/ (mars_data, flat_kv, manifest, effect_txt, verify.py): 1595/1595 files parse, 0 dangling cross-links; catalogs in verify/results/data-catalogs/ | | 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 | mapped | med | 50% | 2026-09-07 | 3 CreateThread sites CLEARED (net watchdog 0x00901f40, TIME_CRITICAL audio streaming 0x008ef1d0, starmap blob mesh 0x00735bb0). Sim+combat load are on the MAIN thread -> candidates: audio thread CS (g_musicCS) or D3D9 driver threads. Next: dynamic profile under x32dbg once the game runs | | 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 | in-progress | — | 0% | 2026-09-07 | need the game running (DXVK+lavapipe on VM140) -> autosave -> parse with recovered layouts | | save_reader.py | verify | mapped | high | 90% | 2026-09-07 | verify/save-reader/: walker+schema, 26 tests pass on synthetic fixtures (both padding modes); SAVE_FORMAT.md. 'verified' only after a real save parses --strict | | Ghidra type write-back | meta | verified | high | 100% | 2026-09-07 | structs saved in project (ServerSystem 87f, ServerPlayer 110f, StarFleet, StarShip, StrategyServer partial, 22 nested); 52 serializers + primitives + ~60 spine fns renamed; decompile shows field names |