5.7 KiB
5.7 KiB
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 | verified | high | 85% | 2026-09-07 | ServerPlayer layout confirmed vs real saves (names, species, home, savings, designs coherent across turns 1-3). Gaps: none in player block; findings/objects/struct-recovery.md |
Game::StarSystem |
object | verified | high | 95% | 2026-09-07 | ServerSystem layout CONFIRMED: the 'conditional VFlags' gap was a reader bug (cp1252 in Name); haltv is a bool; NVO nodes write indi unconditionally. findings/objects/schema-gaps-resolved.md |
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 | verified | high | 85% | 2026-09-07 | StarFleet/StarShip confirmed vs real saves; gap: PrisonerHold prisoners entries lack PrNSp (conditional/absent). Round-4 target |
| 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 | in-progress | med | 50% | 2026-09-07 | game now runs on VM140 -> dynamic profiling unblocked (round 4) |
| 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 | 95% | 2026-09-07 | member table complete (47 rows) incl. ID-list sub-writer FUN_00794cd0, GOWinPly/sprjs/RNG/creps/turnstats/invasions; PlayerTurnStats + Invasion structs in Ghidra. Verify: strict pass pending reader patch |
| 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 | verified | high | 100% | 2026-09-07 | 6 saves, 3 distinct turn states in verify/results/saves/ (byte-deterministic per state). Game runs on VM140 via DXVK 3.1 + lavapipe; recipe findings/subsystems/running-the-game.md |
| save_reader.py | verify | verified | high | 90% | 2026-09-07 | parses all 3 real saves end-to-end (padding=joint confirmed); --strict exit 2 with a precise gap list: verify/results/saves/turn2-strict-issues.txt |
| 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 |