8.1 KiB
Roadmap
Groomed 2026-09-08. Replaces the phase-0/phase-2 backlog, all of which shipped. The board
(board.md) is the ledger of findings; this is the plan. The product is sots-engine — our
code. RE findings are inputs to it, and the measure of progress is how much of the game runs in
our engine, verified against the original. Every number here is measured; the source is named.
1. The engine today (sots-engine main 0592104, 31,980 LOC, ctest 45/45, clean-room, MIT)
| module | LOC | what it is | verification |
|---|---|---|---|
mars/parse, mars/text |
1,774 | brace-block + flat-KV + CSV readers (the Mars::Script pull tokenizer, first-wins keys) |
oracle 1,531/1,531 + 64/64 |
mars/vfs |
788 | .gob ZIP + native-override VFS (the ./Mods mechanism) |
10,268 files CRC-clean |
mars/stream |
5,407 | save reader/writer, 386-class wire schema, SchemaProbe, CoverageArchive |
100% named coverage, byte-identical round-trip, 11 saves |
mars/rng |
244 | MT19937 + all seven entry points (NextFloat/NextInt/Chance/NextUInt/FloatRange/IntRangeBell/GaussianRange) |
live: every draw of a turn attributed |
game/data, game/design, game/config |
3,835 | weapons/sections/tech/strings catalogs, design rules, hull class, tuning | 229,042 values 0 diffs; 127/127 designs |
game/effects, game/events |
1,531 | tech effects, EventStorage (turn-bucketed, dedup) |
live: research slice 35 calls / 0 div |
game/sim |
3,382 | economy (ComputeBudget, output term), research + unlock cascade, colony, movement |
live: budget 4,437 / output 24,357 / research 35 / movement 45 calls — all 0 div on declared regions |
game/nav, game/combat |
1,163 | route classifier + failure bits; retreat planner | offline vs 58 waypoints / 46 plans, 0 failures; retreat never instrumented |
app (sots_turn) |
1,754 | the standalone: load save → walk all three drivers' phase order → write save; divergence + completion metric | 11/11 saves run; ref pair 209 → 204 leaves, closed 5 / regressed 0 |
shim |
769 + hooks | proxy binkw32.dll + MinHook trace/compare/replace harness — scaffolding, to be displaced |
it is the instrument, not the product |
What the engine can do end to end today: read every shipped asset and every save byte-for-byte, run the economy/research/movement/output pieces to the original's numbers, and step a turn with 14 of 44 driver phases and 2 of 37 tail phases modelled (8 committed). It cannot yet reproduce a turn.
2. The milestone, restated
sots_turnloads a save, runs one strategic turn, and writes an autosave that byte-matches the original's.
Today showed the milestone as first stated is underdetermined on the reference pair:
ModCount = 2 + one per command applied from every player's block, and on turn1-state.sav the
human block is empty yet 10 non-driver bumps occur — the AI's orders are generated during the
turn, after the autosave. Summary.Checksum is fed by ModCount. So, two rungs:
- Rung A — byte-match modulo the command stream. Every leaf except
ModCount,Summary.Checksum, and what the AI's own orders touch. No AI needed. Near target. - Rung B — full byte-match. Needs AI order generation in our engine (§4.1), or recorded AI command blocks fed as input. Rung B is where the engine becomes the game.
3. Engine work to Rung A (ranked by leaves closed per lane)
| # | engine deliverable | module | RE input (done unless noted) | closes |
|---|---|---|---|---|
| 1 | income chain: TradePointsToMoney (incomeModifier/14000) + AI difficulty ×1.1 |
game/sim |
lane N/Y; 25-record BnkEl oracle, 6/25 match now; multiplier not on the wire — one Ghidra read |
P01/P02/P03/P05/P06/T31, ~82 of 204 leaves, 2 RNG words |
| 2 | wire ShipCensus + alliance mask into BuildTurnRecord, commit T36 |
app |
lanes D2/A2, 480+560 fields 0 mismatch | +24 turnstats leaves, clean |
| 3 | encounter-detection draws in the generator model | game/sim + app |
lane I bound; lane H measuring now | last 2 RNG words |
| 4 | nve visibility record |
game/sim |
one mechanism ×8, unread | 32 leaves |
| 5 | post events into the save's turn bucket (P11 + tail event phases) | app + game/events |
model exists; wiring only | events subtree |
| 6 | Player.Status restore (S31) |
app |
needs the writer between tail 31 and autosave — watchpoint | S31 regression |
| 7 | tail phases — bankruptcy decision half, turn results outbox swap, per-player sync | game/sim + app |
lane K map; 34/37 stubs | tail subtree |
| 8 | Rung B: AI order generation | new game/ai |
§4.1 | ModCount, Checksum |
Rules that hold for every item: formula-held-inputs-missing is evaluated and reported, not
written; closed and regressed reported separately, never netted; verified in the phase
table means compared against the live game and the build fails if it drifts silently.
4. Future engine modules (breadth, ranked by what it unblocks)
game/ai—AIPlayer, fuzzyIAIRule,StrategyAIAgent. Essentially unread; proven to gate Rung B. Known:AISystem::Writeemits nothing; the 3AIAgentsave blocks are cache state (typed, 10 element layouts unexercised).game/combatbeyond the planner — resolver (7,641 B, orchestration only) and retreat are mapped; the six pipeline callees and the tanker fold are unread; nothing here has run under an instrument. Combat simulation (GameCombatSim) stays parked.- trade + spy managers — all 11 virtual targets named; four can draw RNG and none has fired (no trade routes / spy program in the corpus).
net/— the lockstep protocol. Direct IP works in the original without GameSpy; our engine inherits determinism to the word, so a lockstep peer is mostly serialization we already own.- UI and renderer — not on any path; DXVK carries rendering for the original.
5. Workloads to manufacture (an unexercised path is a hypothesis)
- orders save → End Turn → autosave — the Rung-A reference (human commands in-file).
- trade routes + spy program — the four tail draw sites;
spies2/SysMem/mtselements. - a cruiser (2 census leaves), a DN platform (the third).
- a Liir fleet — waypoint type 2 is the Liir drive, not a node line; a Hiver game — types 4/5.
- a battle with
res->+4clear and a partial retreat — resolver + retreat instrumented; tests theNMnxprediction and the predicted zero-ship-fleet bug in the original. ResErrRolltrue enteringProcessResearch— save exists; needs one turn funding > ½ a tech.- expense sliders / debtor / aid — likely dead in 1.8; debtor ≈ 35 turns. Low priority.
6. Multiplayer revival (lane G2)
- Tier 0 (hours):
/concurrent /join 127.0.0.1:3369— two clients on one VM, no server. Predictions written; queued behind lane H for VM140. - Tier 1: availability responder, byte-specified; probably a no-op (fails open on DNS failure).
- Tier 3 (config, not code): self-hosted OpenSpy/UniSpy with the
swordots/Z5gR9Z/1381 row; fix queryport 3369 (not 6500) and add the 16 custom QR2 keys (ids 50–65). - No CD-key code exists; 333networks ruled out (v0 only).
7. Method and infrastructure
guides/method-rules.md(18 rules) is the contract for every lane brief. Rule 18 — measure first, the lab exists — is why the RNG ledger closed in one VM session after three static lanes.- Reachability claims older than lane V2 are lower bounds; re-check "no caller" findings with
tools/vtable_map.py. Never trust Ghidra's function end (five lanes bitten). - Regenerate the determinism-oracle autosaves on VM140 (lane N overwrote them; lane H doing it).
- Board rows superseded by later rows are marked
SUPERSEDEDat integration — keep doing it. - Displace the shim: each hook that reaches
replacewith 0 divergences is code the original no longer runs. Track that count; it is the honest "how much of the game is ours" number.
Parked
- Battle-load bug (thread contention) — resume only with a reason.
- Renderer — after the sim byte-matches.