sots-re/campaign/board.md

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