feat(runtime): the composed world can BE the game world
Jahni: "can you not implement those settings? as in, have them be live in
game?" This is that. The composer stops being a lab tool.
THE ARCHITECTURAL LINE, which is the whole design (COMPOSER-NOTES §3.1):
COMPOSITION stays editor-only, EVALUATION becomes runtime. Rolling,
measuring, preview, selection, promotion, the corpus -- none of it reaches
a player's machine. What crosses into the runtime is exactly two things:
reading a season manifest, and materialising a recipe into an op stack.
UVoxelSeasonAsset a cookable UPrimaryDataAsset holding the manifest,
so a season ships in a packaged game. The JSON
stays the reviewable, git-diffable artefact.
UVoxelSettings::Season optional. Unset => behaviour is exactly as today.
GetEffective*() season seed / spine radius / world radius / season
number override the authored values when assigned.
The test deliberately sets DIFFERENT authored
values, so "the season is authoritative" is proved
rather than coincidental.
⭐ MULTIPLAYER DETERMINISM, PROVED: two independent runtime managers built
the same season and compared 393,216 density samples BIT-IDENTICALLY. This
is the property the whole multiplayer model rests on -- replicate seed +
layout + diff, never geometry.
⭐ AND A STALE SEASON IS DETECTABLE, NOT SILENT. Initialize() now returns
bool and an assigned-but-invalid season NEVER falls back to the authored
pool. Falling back would hand a client a world that looks fine and is not
the season -- silent divergence, the worst failure mode in a shared world.
GetCurrentSeasonContentHash() is exposed BlueprintPure to compare at join.
HasComposerRecipeOverride() is gone. It force-classified every custom recipe
as Mixed, which was correct while box verdicts were only proved for
hand-written stacks -- but 8e346a3 made EffectOverBox correct in ISOLATION,
proved on a stack no builder produces. Keeping the force would have cost
tile skipping on every composed world forever.
VF_RollStrateRegionCount moved behind WITH_EDITOR while the partition-seed
helpers stayed runtime: rolling out, evaluation in. Lateral regions remain
gated off.
⚠️ Sol hit its usage limit mid-task, so the edits arrived unvalidated. I
built and ran them myself rather than assume -- and they did not compile:
VoxelForgeComposerSeasonTest.cpp was missing UObject/Package.h, which every
other test picks up transitively through the shared fixture it does not use.
One include; every NewObject/GetTransientPackage in the file was failing.
Editor build clean. SHIPPING BUILD SUCCEEDS -- the invariant that proves no
composer roller is linked into a packaged game. 30 succeeded / 0 failed.
⚠️ UNVERIFIED: whether it looks right on screen. Nothing headless can tell
us that; it needs Jahni to assign a season asset and press play.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
This commit is contained in:
1 parent
088b40216d
commit
faa62d419e
21 files changed
+1268
-287
No files matched your search
@@ -308,6 +308,10 @@ public:
|
||||
UFUNCTION(BlueprintPure, Category = "Voxel World|Season")
|
||||
int32 GetCurrentSeason() const;
|
||||
|
||||
/** Reviewed manifest digest to replicate/compare at join; empty on the legacy authored path. */
|
||||
UFUNCTION(BlueprintPure, Category = "Voxel World|Season")
|
||||
FString GetCurrentSeasonContentHash() const;
|
||||
|
||||
//=========================================================================
|
||||
// STRATE QUERIES (gameplay integration)
|
||||
//=========================================================================
|
||||
|
||||
Reference in new issue
Block a user