Document Pass 11 Phase 1 synthesis and close static archaeology.
Add executive summary and ability migration matrix; finalize evidence index, runtime validation plan, and Phase 1 handoff. Co-authored-by: Cursor <cursoragent@cursor.com>
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# 15 — Handoff Status
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**Status: Draft**
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**Status: Complete**
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- **Scope:** Authoritative cross-model continuation document for Phase 1.
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- **Scope:** Authoritative Phase 1 completion handoff for cross-model continuation into Phase 2.
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- **Last updated:** 2026-07-16
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- **Current phase:** Phase 1 — Static Architecture
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- **Last completed pass / batch:** Batch 4D (Pass 4 + Pass 10)
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- **Next authorized work:** Wait for user — **Pass 11** (synthesis / executive summary / Ability Migration Matrix) only when explicitly authorized
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- **Current phase:** Phase 1 — Static Architecture (**complete**)
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- **Last completed pass / batch:** Batch 5 / Pass 11 (synthesis)
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- **Next authorized work:** Wait for user — **Phase 2A only** when explicitly authorized
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## Phase completed
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| Item | Value |
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|------|--------|
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| Phase | Phase 1 — Static Architecture (in progress; static archaeology complete pending Pass 11) |
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| Batch completed | Batch 4D — Frontend/sessions + UI/HUD/pickups |
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| Passes completed | Pass 4, Pass 10 |
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| Phase | Phase 1 — Static Architecture |
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| Phase status | **Complete** |
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| Batch completed | Batch 5 — Synthesis |
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| Passes completed | Passes 0–11 (Batches 1–5) |
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| Date completed | 2026-07-16 |
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| Model identifier | Cursor Grok 4.5 |
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---
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## Repository integrity
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## Passes completed
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### Starting state (Batch 4D)
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| Batch | Passes | Focus |
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|-------|--------|-------|
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| 1 | 0–2 | Continuity; modules/config; native C++ |
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| 2 | 3, 5 | BP hierarchy; BP_PlayerCharacterBase |
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| 3 | 6 | Per-character abilities |
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| 4A | 8 | Animation / AnimNotify |
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| 4B | 7 | Partial GAS |
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| 4C | 9 | Enemy AI static |
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| 4D | 4, 10 | Frontend/sessions; HUD/pickups |
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| 5 | 11 | Executive summary; migration matrix; final handoff |
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- **Git:** Clean (`git status --short` empty; `git diff` / `git diff --cached` empty).
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- **Authorization gate:** Batch 4C committed; Migration-Notes resolved; working tree empty before investigation.
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- **Editor:** `IsPIERunning=false`; level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_Enemy_Skeleton_C_1`.
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---
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### Ending state (Batch 4D close)
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## Documents created
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- Modified files: Markdown under `Documentation/Archaeology/` only (listed below).
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- Temporary scratch files `_tmp_pass4.txt` / `_tmp_pass10.txt` deleted if present.
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| File | Role |
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|------|------|
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| Documentation/Archaeology/01-ExecutiveSummary.md | Phase 1 executive synthesis |
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| Documentation/Archaeology/07-AbilityMigrationMatrix.md | Final ability migration matrix |
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(Other archaeology docs were created in prior batches.)
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---
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## Documents completed
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| File | Status |
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|------|--------|
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| 00-MCP-Capability-Calibration.md | Complete (unchanged in Pass 11) |
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| 00A-Phase-1-Execution-Plan.md | Execution plan (Batch 5 marked completed; not a result doc) |
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| 01-ExecutiveSummary.md | **Complete** |
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| 02-ProjectArchitecture.md | **Complete** |
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| 03-ClassHierarchy.md | **Complete** |
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| 05-LegacyAbilityArchitecture.md | **Complete** |
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| 06-PartialGASArchitecture.md | **Complete** |
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| 07-AbilityMigrationMatrix.md | **Complete** |
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| 08-CharacterSystems.md | **Complete** |
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| 09-EnemyAI-StaticAnalysis.md | **Complete** |
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| 10-AnimationDependencies.md | **Complete** |
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| 11-UI-HUD-And-Sessions.md | **Complete** |
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| 12-Pickups-And-Effects.md | **Complete** |
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| 14-EvidenceIndex.md | **Complete** |
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| 15-HandoffStatus.md | **Complete** (this document) |
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---
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## Documents remaining Draft
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| File | Why Draft |
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|------|-----------|
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| 13-Unknowns-And-RuntimeQuestions.md | Runtime validation planned but **not executed**; remains the open runtime boundary |
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---
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## Repository state
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### Starting state (Pass 11)
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- **Git before gate commit:** Dirty — only `Documentation/Archaeology/00A-Phase-1-Execution-Plan.md` (Batch 4 complete status).
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- **Gate commit:** `48d7a751` — Mark Batch 4 complete in Phase 1 execution plan.
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- **After gate:** `git status --short` empty; diffs empty. Batch 4D docs already at `ee652712`.
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### Ending state (Pass 11 close)
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- Modified/created: Markdown under `Documentation/Archaeology/` only (Pass 11 synthesis set).
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- No Unreal assets, source, config, plugins, or maps modified.
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- PIE not started; level and selection unchanged at closeout check.
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- PIE not started; level unchanged at closeout.
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- Ending Git: Archaeology Markdown dirty only (expected before user commit request).
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---
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## Areas fully inspected (Batch 4D)
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## Editor continuity
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### Pass 4
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- `GI_Dungeoneer`, `GM_MainMenu`, `GM_Dungeoneer`, `PC_MainMenu`, `PC_Character`
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- `WBP_MainMenu`, `WBP_GameSlot`, `WBP_CharacterSelect`, `BP_MainMenuPawn`
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- Session create/find/join completion/failure pins
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- Maps MainMenu, Test01, Dev_Island, LEVEL_01 (GameMode via deps)
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- `Config/*.ini` OnlineSubsystem / Steam / GameInstanceClass grep (negative)
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- Example AdvancedSessions BP referencers
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### Pass 10
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- `WBP_PlayerHUD` CDO Overlay classes; `WBP_Overlay` tree + bar bindings
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- `BP_OverlayWidgetController` (empty BP; native parent)
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- `BPI_PlayerController` UpdatePlayerHUD / AddGold implementation status
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- Four `RIREffectActor` pickups EventGraphs + CDO GE / replicate
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- `BP_BasePickUp` / `BP_SmallGoldPickUp` gold + DEPRECATED health/mana paths
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- UI inventory (pause missing; W_HUD_OLD unreferenced creator)
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- Test01 placed pickup counts
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## Areas partially inspected
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- JoinSession internal travel (no explicit success pin)
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- Remote-client character-select (server-only CreateWidget)
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- Sphere collision profile / GenerateOverlapEvents (tool limit)
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- LEVEL_01 menu reachability (no OpenLevel referencer found)
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- WBP_BannerMessage / GameStats widgets (existence only)
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## Areas not yet inspected
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- **Pass 11** synthesis / `01-ExecutiveSummary` / `07-AbilityMigrationMatrix`
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- PIE / standalone / multiplayer runtime
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- Full CommonUI content usage
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| Check | Result |
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|-------|--------|
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| IsPIERunning | false |
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| Current level | `/Game/_Main/Levels/Testing/Test01` |
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| Selected actors | Empty at Pass 11 continuity check (previously Batch 4D: `BP_Enemy_Skeleton_C_1`) |
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| Editor mutation | None |
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---
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## Files updated
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## Runtime work intentionally not performed
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| File | Status |
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|------|--------|
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| Documentation/Archaeology/02-ProjectArchitecture.md | Draft (Pass 4 maps/config) |
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| Documentation/Archaeology/03-ClassHierarchy.md | Draft (PC/GI/BPI holes) |
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| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft (Overlay + EffectActor Pass 10) |
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| Documentation/Archaeology/08-CharacterSystems.md | Draft (char-select spawn) |
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| Documentation/Archaeology/11-UI-HUD-And-Sessions.md | Draft (Pass 4+10 rewrite) |
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| Documentation/Archaeology/12-Pickups-And-Effects.md | Draft (Pass 10 rewrite) |
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| Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft |
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| Documentation/Archaeology/14-EvidenceIndex.md | Draft |
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| Documentation/Archaeology/15-HandoffStatus.md | Draft |
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- No PIE / Simulate / standalone / multiplayer sessions
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- No compile or save of Unreal assets
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- No Blueprint / GE / GA / tag / animation / widget / map / AI edits
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- No OnlineSubsystem configuration changes
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- Runtime validation plan written in doc 13 only
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**09 not reopened** (pickup enemy ASC note only via 12/06).
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**05 / 10 Animation** not modified.
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**07 not created.** **01-ExecutiveSummary not created.**
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---
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## Key Batch 4D outcomes
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## Major current-system conclusions
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1. **Sessions live in menu PC/widgets**, not GameInstance; AdvancedSessions nodes connected; OnlineSubsystem project INI **Missing**.
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2. **GI_Dungeoneer Present but Unconnected.**
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3. **Pawn spawn:** DefaultPawn=None → character-select → SpawnActor+Possess (Gunslinger not in UI; char-select server-only create).
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4. **ASC Overlay** Health/Mana connected statically; **no stamina widget**; Overlay class CDOs assigned.
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5. **Legacy UpdatePlayerHUD and AddGold unimplemented** on `PC_Character` (not native either).
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6. **Four GE pickups** Active static path with **Authority Risk**; gold Partial (AddGold hole); no other currency.
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7. **Do not claim sessions or pickups work** without runtime testing.
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1. Combat is **legacy Blueprint abilities** (IA → Server_Ability_* → Multicast montage → AnimNotify), not GAS activation.
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2. Player ASC/AttributeSet on PlayerState are **Active**; consumable GEs are the only confirmed GE apply path.
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3. Dual DEPRECATED vs ASC resources are **unsynchronized** (P0).
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4. Amazonian Ability 001 is the only ability with supplied **Observed Runtime Behavior** confirmation.
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5. Enemy chase/attack/damage reception are **Implementation Missing** (independent of GetASC defect).
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6. Sessions graphs exist but OSS project INI is **Missing**; do not claim MP works.
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7. Overlay Health/Mana connected statically; legacy UpdatePlayerHUD and AddGold **unimplemented**.
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## Suggested next bounded task
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---
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**Authorize Pass 11 explicitly** (Phase 1 synthesis only), e.g.:
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## Major defects
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1. Create `01-ExecutiveSummary.md` / update synthesis docs
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2. Create `07-AbilityMigrationMatrix.md`
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3. No PIE unless separately authorized
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| Priority | Defect |
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|----------|--------|
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| P0 | Dual resource SoT; enemy damage/death missing; enemy chase/attack missing |
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| P1 | Multicast notify gameplay/cleanup; EffectActor authority; GetASC nullptr; char-select MP; sessions/OSS; AddGold/UpdatePlayerHUD |
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| P2 | Cleric 004 defects; orphan default GEs; stamina scaffolding |
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| P3 | Naming/prefix debt; unused tags/cues/GI |
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**Do not begin Pass 11 without explicit user authorization.**
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---
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## Ability migration summary
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| Character | Disposition summary |
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|-----------|---------------------|
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| Amazonian 001 | Preserve behavior, migrate implementation (Phase 2C reference) |
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| Paladin 001/003/004 | Preserve behavior, migrate implementation |
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| Paladin 002 / Cleric partials | Reconstruct legacy behavior first, then migrate |
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| Cleric 003 | Preserve behavior, migrate implementation |
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| Wizard / Gunslinger stubs | Replace directly with GAS after framework |
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| Wizard orphans | Defer pending design decision |
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| Shared Multicast gameplay | Replace directly with native/shared framework |
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| Dual resources | Reconstruct SoT in 2A first |
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Full matrix: [`07-AbilityMigrationMatrix.md`](07-AbilityMigrationMatrix.md).
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---
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## Phase 2 recommended starting point
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**Phase 2A — Baseline framework stabilization**
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Establish canonical health/mana/stamina source of truth; default attribute initialization; legacy↔ASC transition policy; shared death/damage architecture; server-authoritative gameplay rules; reliable cleanup/interruption rules; repeatable runtime validation harness.
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Do **not** begin per-character implementation until these contracts are approved.
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---
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## Required runtime-validation gates
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Before trusting modernization claims, execute (when authorized) the grouped tests in [`13-Unknowns-And-RuntimeQuestions.md`](13-Unknowns-And-RuntimeQuestions.md):
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1. Attributes/HUD → 2. Ability authority → 3. AnimNotify → 4. Interrupt cleanup → 5. Player death → 6–7. Enemy ASC/damage → 8. Pickups → 9. Char-select MP → 10. Sessions → 11. Gold → 12. Respawn/HUD.
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---
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## Tool limitations
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- CustomEvent Reliability flags not exposed via MCP
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- AnimGraph / Death transition DSL empty
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- Montage notify trigger times require Manual Editor
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- Sphere CDO collision often unreadable
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- Semantic Search unavailable in prior passes
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- A blocked read-only query is a tool limitation, not evidence of mutation
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---
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## Exact next action
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Begin Phase 2A with a bounded runtime-baseline and shared resource-authority design pass. Do not begin per-character implementation until the canonical attribute, damage, death, authority, and cleanup contracts are approved.
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**Do not begin Phase 2 without explicit user authorization.**
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---
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## Integrity statement
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No Unreal assets, source, configuration, maps, plugins, or editor state were modified during Phase 1 archaeology (Passes 0–11). Only Markdown files beneath `Documentation/Archaeology/` were created or updated.
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---
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## Continuity checklist for next model
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1. Read docs 00, 00A, 02–06, 08–15 (and 11–12 as primary Batch 4D deliverables).
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1. Read `01-ExecutiveSummary.md`, `07-AbilityMigrationMatrix.md`, `13`, `14`, `15`, then domain docs as needed.
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2. Confirm git status before any work; only Archaeology Markdown may change unless user expands authorization.
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3. Confirm PIE stopped; level Test01 unless user changed it.
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4. Pass 11 = synthesis only — no Unreal mutation, no PIE unless authorized.
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4. Phase 2A = design + bounded runtime validation harness — not full character implementation.
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5. Wait for explicit authorization before Phase 2.
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