Document Phase 2A1 runtime baseline evidence and open decisions.

Capture bounded PIE observations for ASC/legacy divergence, HUD, and blocked ability/multiplayer paths without implementing fixes.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-17 06:22:50 -07:00
co-authored by Cursor
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# Phase 2A1 — Open Decisions
| Field | Value |
|---|---|
| Status | Draft |
| Date | 2026-07-17 |
| Git commit | `aa0058a0` |
| Rule | Options listed only — **none selected** in this batch |
Decisions that remain open after Phase 1 static archaeology plus Phase 2A1 runtime evidence. Do not treat this document as an approved architecture contract.
| Decision | Static evidence | Runtime evidence | Options | Blocking unknown | Required approval |
|---|---|---|---|---|---|
| Canonical health source of truth | Dual pools: ASC `Health`/`MaxHealth` vs `DEPRECATED_CurrentHealth`/`MaxHealth`; combat uses legacy; potions use ASC | ASC init 75/100 confirmed; Amazonian/Paladin legacy Current/Max Health = **0** at spawn; Overlay binds ASC | A) ASC only immediately B) Legacy only during reconstruction C) ASC canonical with temporary legacy mirror D) Character-specific transitional policy | Whether death/combat must keep working on legacy-zero characters before mirror | Phase 2A2 architecture contract |
| Canonical mana source of truth | Abilities use `DEPRECATED_*Mana` + `FCanUseMana`; potions modify ASC Mana | ASC Mana 25/50; Paladin legacy Mana 100/100; Amazonian legacy Mana 0/0; Paladin Ability004ManaCost CDO = 0 | A) ASC only B) Legacy only during reconstruction C) ASC + mirror D) Per-ability migration | Ability cost mutation path not runtime-proven (input Tool Limitation) | Phase 2A2 |
| Canonical stamina source of truth | ASC Stamina attrs present; no stamina widget; no stamina pickup | ASC Stamina 0/0; Amazonian legacy stamina 85/100; Paladin legacy stamina 0/0 | A) ASC only B) Legacy only C) Defer stamina until after health/mana D) Remove stamina until redesigned | Whether stamina is required for Phase 2B ability framework | Phase 2A2 + design |
| Temporary legacy mirror during reconstruction | No sync code found | Confirmed divergent values at spawn; Overlay shows ASC while combat vars are legacy zeros | A) One-way ASC→legacy B) One-way legacy→ASC C) Bidirectional during transition D) No mirror; switch cutover | Which systems still read legacy at runtime (death path not executed) | Phase 2A2 |
| Where damage must enter shared framework | Player ApplyDamage + legacy health; potions via GE; enemy inbound Missing | Damage path not exercised (no enemy attack; ability input Tool Limitation) | A) Gameplay Effect Execution only B) Shared native damage API writing ASC C) Keep ApplyDamage adapter to ASC D) Hybrid | Runtime authority of ApplyDamage vs GE still unverified | Phase 2A2 after RT damage evidence |
| Where death threshold evaluation must occur | Amazonian AnyDamage → subtract legacy health → ≤0 PlayerDeath | Not observed; legacy health already 0 at spawn implies immediate death-threshold risk if AnyDamage fires | A) ASC Health ≤0 B) Legacy ≤0 C) Shared Predicates on ASC with legacy shim D) Tag-based death | Whether AnyDamage runs with CurrentHealth=0 | Phase 2A2 + optional targeted death PIE |
| Whether AnimNotifies may trigger authoritative gameplay | Static: UseAbility* from AN_*; Multicast montage; server notify evaluation assumed | Ability/notify chain not executed (Enhanced Input Tool Limitation) | A) Forbid authoritative notify gameplay B) Allow only on Authority with validation C) Move timing to Ability Tasks D) Keep notify for VFX only | Server vs client notify execution roles unknown at runtime | Phase 2A2 after RT-004/008 |
| Required interruption and cleanup contract | AN_AttackComplete clears CurrentlyAttacking; montage complete pins unconnected; interrupt may skip cleanup | Interrupt test blocked; cleanup not observed | A) Ability Task end states B) Cancel tags C) Explicit EndAbility + force clear CurrentlyAttacking D) Montage blend-out notify required | Which existing actions can interrupt without asset edits | Phase 2A2 / 2B |
| Required respawn and HUD lifecycle contract | Server_RespawnPlayer ~2s; Overlay recreate risk; stale widgets possible | RT-006 blocked — respawn/HUD recreation not observed | A) Destroy+recreate Overlay each possess B) Rebind existing Overlay C) HUD owned by PC only D) PlayerState-driven Overlay | Post-respawn Owner/Avatar and Overlay instance counts | Phase 2A2 after RT-006 |
| Pickup authority model | No authority gate; `bReplicates=false`; overlap→GE→destroy | HealthPotion runtime `bReplicates=false` confirmed; overlap/GE apply not observed | A) Server-only overlap apply + replicate actor B) Server RPC from client overlap C) GAS cue + server GE only D) Keep local for SP prototypes | Duplicate apply / client desync still unverified in MP | Phase 2A2 / 2E after RT-010 |
| PlayerState versus pawn ownership boundaries | ASC on `ARIRPlayerState`; pawn caches via InitAbilityActorInfo; Overlay via HUD | PS ASC works; pawn attribute query works; enemy ASC component present but inspector rejects actor | A) Keep ASC on PlayerState for players B) Move ASC to pawn C) Dual ownership with clear Avatar rules D) Enemy-specific ASC init contract | Enemy ASC InitAbilityActorInfo / interface exposure at runtime | Phase 2A2 |
| How to enable 2-client PIE for remaining evidence | MCP `StartPIE` lacks NumberOfPlayers; PlayIn settings exist | Read: playNumberOfClients=1, PIE_Standalone; non-persisting UI set not achieved; config save unauthorized | A) Manual editor Play settings (user) then re-run RT-007010 B) Authorize transient SetSectionProperties without Save if possible C) Defer MP until harness exists D) Dedicated listen-server process (out of scope) | Whether editor can raise clients without writing config | Environment / user authorization |
| Enhanced Input injection for automated ability tests | Input maps IA_Ability_* in IMC_PlayerDefault | Slate PressKey does not activate abilities; OS injection blocked by policy | A) Manual human-driven ability tests B) Authorize OS input for evidence harness C) Temporary debug console activate (unauthorized now) D) Automation Driver outside MCP | Cannot close AnimNotify/authority decisions without ability fire | Environment / Phase 2A validation harness |
## Explicitly not decided here
- Final Gameplay Ability class layout
- Final attribute set schema changes
- Whether to delete `DEPRECATED_*` in Phase 2A
- Per-character reconstruction order changes
## Next authorized step (outside this batch)
Begin Phase 2A2 only after explicit authorization: propose shared resource/authority/damage/death/cleanup contracts using these open rows — still no implementation until contracts are approved.