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realms-in-ruin-dev/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md
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tedwardsandCursor ee65271212 Document Batch 4D archaeology and add README title image outside LFS.
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2026-07-16 23:17:56 -07:00

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# 13 — Unknowns and Runtime Questions
**Status: Draft**
- **Scope:** Unresolved questions after Batches 14D (Passes 4, 710).
- **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 13 / 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
1. **Pass 11** — synthesis / executive summary / migration matrix (when authorized)
2. Controlled PIE — menu→Test01 spawn, Overlay bars, potion GE, gold no-op, enemy idle
3. Multiplayer PIE — host Dev_Island, join travel, remote char-select
4. Manual Editor — collision templates, AnimGraph pins