sots-re/campaign/backlog.md

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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, ~33k LOC, ctest 46/46, 1,031 addresses, 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 → 158 leaves, closed 51 / 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 16 of 44 driver phases and 5 of 37 tail phases modelled (10 committed). It cannot yet reproduce a turn.

2. The milestone, restated (again — 2026-09-08 evening)

sots_turn loads a save, runs one strategic turn, and writes an autosave that byte-matches the original's.

Lane L5 showed the original cannot always do this itself. Three runs of turn1-state → turn2 gave three different autosaves, differing in exactly four leaves — one AI empire's research pick and the derived checksum — with the instrument exonerated (two runs had identical hooks and still differed; hooks=off was a third value). The oracle stands on ref-turn2 → turn3, where every AI already holds a target; it fails on the neighbour, where three AI players must choose one.

This is not a contradiction of the lockstep multiplayer design — it is the reason for it. The AI is a StrategyClient, not part of the sim: it decides once, on one machine, and its decisions travel as TurnCommands through the same host relay as a human's. Peers reproduce the sim's response to a command, never the decision. The sim is deterministic (lane Z's zero-residual ledger is the strategic generator, which the AI never touches); the decision layer is not, and does not need to be.

So the rungs are:

  • 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. Canonical reference pair is now turn2-state → turn3-state — deterministic, oracle-hashed. turn1-state → turn2 stays as a secondary pair with its four non-deterministic leaves masked.

  • Rung B — byte-match given a recorded command stream. sots_turn --turn-commands <blocks> replays the AI's (and human's) orders captured from a real turn, and the output must match that turn's autosave byte-for-byte. This is what "the engine is the game" means when the game's own decision layer is not reproducible from a save. Lane AI1's fallback becomes the primary path.

    Correction 2026-09-09. I previously told lane RB that Rung B was insulated from the strategic generator "because replay runs no AI". That was wrong, and the resolver caught it. Replay does run the post-combat tail (command_replay.h:83), and lane AC has now measured a sim draw in that tail — on S+0x16c, gated on a predicate over save fields, nothing to do with the AI. So Rung B needs the same generator model as Rung A: the tail's draws are ours to reproduce in both. The canonical pair is untouched by the predicate (tscr = 252, no fleet at a trade sector), so nothing already measured is invalidated — but a replay of any raid turn would have diverged silently under the reasoning I gave.

  • Rung C — game/ai as a deterministic function of (save, per-client seed). The original's AI is not non-deterministic: it is MT19937 from one 32-bit word per AI client, drawn once at construction from a per-process global generator — and that generator is one we already own bit for bit. Two strengths:

    • C-exact. Given the seeds captured from an original run (sots_turn --ai-seed <netid>=<hex>), our AI's block equals that run's block element for element and the autosave byte-matches, on every captured run. This is the user's framing made literal: make the AI deterministic and the old approach still pays. Precondition: game/ai must consume the client stream in the original's order and count, including draws whose result never reaches the save — a per-client draw ledger is the prerequisite (the site table already shows ~8 words/turn on these boards).
    • C-set. Where seeds were never captured — the historical turn2-state.sav, which no process including the original can reproduce — our canonical pick must be a member of the outcome set of the one seed-sensitive decision. Lane L4 has the XNC arm (k = 6, four observed, all inside) and one arm unaccounted for (BIO_GnMod, 2 of 6), so "we can name all k" is to prove, not proved. The set is the support of a random draw, not a set of equal-score candidates.

Mechanism, measured (lane L1, not inferred): the per-client generator at StrategyClient+0x134 is seeded from NextUInt on the global generator at 0x00af6e58, which is live and per-process; the seed is in no save. Only one of three empires shows the effect because only one reaches the candidate walk (lane L4) — the other two are stream-insensitive by code path. My earlier "pointer-ordered tie under ASLR" inference was wrong and is withdrawn.

Rung B is unaffected: --turn-commands replay stays the no-AI path, and the canonical pair stays turn2-state → turn3-state until the pin probe promotes the creation turn.

3. Engine work to Rung A (ranked by leaves closed per lane)

# engine deliverable module RE input (done unless noted) closes
1 income chain / ComputeOutput turn path BOTH DONE (lanes E1, C3) — the oracle hit 25/25 and the turn path is modelled (+1 leaf, 0 regressed; unspent construction cascades two hops into money). The blocker moved upstream: S11 civilian growth. One input — imperial carrying capacity — gates the human's Sav, PvSav, BnkEl and BnkPr on both pairs. game/sim lanes E1/C3 the budget leaves + unblocks T36
1b S11 civilian growth — the new item 1 game/sim needs imperial carrying capacity the human budget cluster
1c Ship::RepairCost 0x00815180 — the ninth output input, unread; taken as 0, so a colony with a damaged fleet reads high game/sim unread output accuracy
2 wire ShipCensus + alliance mask into BuildTurnRecord DONE (lane E2). T36 still blocked on two named things: the budget (item 1) and ship construction — a new blocker found by E2's falsified prediction (one census leaf short by exactly one destroyer on both pairs; no phase we run builds a ship). app lanes D2/A2 +24 turnstats leaves when item 1 lands
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 DONE (lane E3): closed 51, regressed 0 on the reference pair; validated on three pairs it was never fitted to — 128 leaves across five pairs, 0 regressed. The gate is AFlags, not VFlags/EFlags, and all three agree on nearly every corpus system so the wrong one looks right. Remainder: TShn (10/pair, gate proven NOT AFlags, watchpoint specified), rcex (6/pair, unexplained). game/sim lane E3 51 leaves closed
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 PREMISE REFUTED (lane T2): there is no writer between tail 31 and the autosave. A whole-image scan finds three stores to +0x164 — ProcessTurn's encounter loop writes 1, ResumePlaying writes 0 on load, and MarkPlayerTurnEnded writes 4 from the End-Turn submission paths, before the turn runs. It needs one predicate, not a watchpoint — and only two corpus saves carry a non-zero Status, so an entry probe should name the set (rule 20). app lane T2 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: --turn-commands replay from a captured block (then Rung C: game/ai behavioural equivalence) app, then game/ai lanes AI1–AI4, L4 ModCount, Checksum given the stream

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)

  1. game/ai — AIPlayer, fuzzy IAIRule, StrategyAIAgent. Essentially unread; proven to gate Rung B. Known: AISystem::Write emits nothing; the 3 AIAgent save blocks are cache state (typed, 10 element layouts unexercised).
  2. game/combat beyond 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.
  3. trade + spy managers — all 11 virtual targets named; four can draw RNG and none has fired (no trade routes / spy program in the corpus).
  4. 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.
  5. 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/mts elements.
  • 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->+4 clear and a partial retreat — resolver + retreat instrumented; tests the NMnx prediction and the predicted zero-ship-fleet bug in the original.
  • ResErrRoll true entering ProcessResearch — 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 SUPERSEDED at integration — keep doing it.
  • Displace the shim: each hook that reaches replace with 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.