Exclude REALMSINRUIN_TITLE_DEV.png from Git LFS so the README hero renders on Gitea. Co-authored-by: Cursor <cursoragent@cursor.com>
4.4 KiB
4.4 KiB
13 — Unknowns and Runtime Questions
Status: Draft
- Scope: Unresolved questions after Batches 1–4D (Passes 4, 7–10).
- Inspection method: Consolidation through Pass 10.
- Evidence classifications used: Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
- Tool or visibility limitations: Semantic Search unavailable; AnimGraph transition DSL empty; Sphere CDO collision unreadable; no PIE.
- Last updated: 2026-07-16
- Current phase: Phase 1 — Static Architecture
- Last completed pass: Pass 4 + Pass 10 (Batch 4D)
- Next pass expected to contribute: Pass 11 when authorized
Draft tracking
Completed sections
- Batch 1–3 / Pass 7 / Pass 8 / Pass 9 resolutions
- Pass 4 resolutions: GI empty/unwired; session graphs Partial; OnlineSubsystem INI Missing; map/GameMode deps; char-select spawn
- Pass 10 resolutions: Overlay Health/Mana only; UpdatePlayerHUD/AddGold unimplemented; EffectActor authority risk; gold Partial; no stamina pickup/UI
Pending sections
- Runtime test procedures (Pass 11 may list; PIE still unauthorized until requested)
Evidence still required
- PIE possession / ApplyDamage feedback / Death state reachability
- Session create/find/join with OnlineSubsystem defaults
- Notify trigger times (Manual Editor)
Resolved in Batch 4D (Pass 4 + Pass 10)
| Question | Resolution | Classification | Doc |
|---|---|---|---|
| Where is session logic? | PC_MainMenu + WBP_MainMenu / WBP_GameSlot — not GI |
Observed Implementation | 11 |
| Is GI used? | Empty; not in GameInstanceClass; 0 refs | Present but Unconnected | 11, 02 |
| OnlineSubsystem project INI? | Absent from Config/*.ini | Missing | 11, 02 |
| How DefaultPawn=None gets a pawn? | Char-select → ServerSpawnCharacter → PlayerFirstSpawn | Connected (static) | 11, 08 |
| Gunslinger in select UI? | No | Missing from select | 11, 08 |
| Does UpdatePlayerHUD update widgets? | Unimplemented on PC_Character; not in RIRPlayerController C++ | Present but Unconnected | 11, 03 |
| Stamina UI? | No Overlay child; no stamina widget asset | Present but Unconnected / Missing | 11, 06 |
| Pickup authority? | EffectActors: no SwitchHasAuthority; gold: has Authority | Authority Risk / Partial | 12 |
| Gold storage? | AddGold called but unimplemented | Present but Unconnected | 12 |
| Stamina / other currency pickups? | None found | Missing / negative inventory | 12 |
Confirmed static defects with runtime questions
| Confirmed finding | Issue | Runtime question |
|---|---|---|
| Chase/attack Implementation Missing | Existing Baseline Defect | Confirm idle forever when possessed |
| No navmesh in Test01 | External Dependency Missing (secondary) | Would MoveTo work after mesh bake alone? |
| AutoPossessAI PlacedInWorld | Possession Configuration Conflict for spawned enemies | Do spawners create uncontrolled pawns? |
| ABP SetIsDead(false) | Connected but Incomplete | Death state ever entered? |
| No enemy damage reception | Existing Baseline Defect | Player hits show nothing? |
| Enemy GetASC nullptr | Incomplete Refactor | EffectActor on enemy destroys loot without heal? |
| UpdatePlayerHUD unimplemented | Incomplete Refactor | Does Server_UpdateHUD no-op? |
| AddGold unimplemented | Incomplete Refactor | Gold SFX+destroy without score? |
| EffectActor no authority | Authority Risk | Client/server double-destroy or missed GE? |
| JoinSession no OnSuccess pin | Partial | Does join travel occur? |
| OnlineSubsystem INI Missing | Missing | LAN/Steam sessions fail silently? |
| Char-select server-only create | Partial | Remote clients stuck without pawn UI? |
| Orphan default GEs / dual resources | Incomplete Refactor | Spawn Health/Mana vs Overlay |
Requires further inspection
| Question | Method | Priority |
|---|---|---|
| Controlled PIE — sessions, Overlay, potions, gold, enemy idle | PIE (explicit auth) | High |
| JoinSession travel internals | PIE / Manual Editor | High |
| ABP Death transition pins | Manual Editor | Low |
| Sphere GenerateOverlapEvents exact | Manual Editor / SCS | Medium |
Priority order for later verification
- Pass 11 — synthesis / executive summary / migration matrix (when authorized)
- Controlled PIE — menu→Test01 spawn, Overlay bars, potion GE, gold no-op, enemy idle
- Multiplayer PIE — host Dev_Island, join travel, remote char-select
- Manual Editor — collision templates, AnimGraph pins