Record Approved and Approved-with-Conditions decisions, reject bidirectional sync and client-overlap pickup RPC, and keep runtime validation as non-blocking obligations. Co-authored-by: Cursor <cursoragent@cursor.com>
333 lines
16 KiB
Markdown
333 lines
16 KiB
Markdown
# Phase 2A — Decision Register
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| Field | Value |
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| Status | Complete |
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| Date | 2026-07-17 |
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| Phase | 2A2b — Owner decisions applied |
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| Starting Git commit | `c2fa15db` |
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| Owner decision date | 2026-07-17 |
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| Rule | Every C-001–C-015 entry has an owner state: Approved, Approved with Conditions, Deferred (sub-choice), or Rejected (alternative). |
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Companion: [`03-SharedGameplayContracts.md`](03-SharedGameplayContracts.md). Open decisions / validation obligations: [`02-Phase2A-OpenDecisions.md`](02-Phase2A-OpenDecisions.md).
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---
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## Summary table
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| Decision | Owner state | Recommendation (locked) | Confidence | Validation obligation | Approval required |
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| C-001 | Approved | ASC sole SoT for H/M/S currents and maxes | High | Combat/death cutover PIE (RE-2A1-022) | Resolved |
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| C-002 | Approved with Conditions | Character-specific default GE; six attrs; fail visible; no duplicate init | Medium | Spawn/respawn per-class ASC; duplicate-init guard | Resolved |
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| C-003 | Approved | Shared server ASC resource boundary; atomic costs | High | Cost mutation path (RE-2A1-015) | Resolved |
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| C-004 | Approved (transitional) | ASC→legacy one-way named shadow; end state no shadow | High | Shadow inventory; no reverse write | Resolved |
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| C-005 | Approved | Server damage boundary → ASC Health; ApplyDamage adapter only | Medium | Damage/death PIE (RE-2A1-022) | Resolved |
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| C-006 | Approved | Server restore via boundary; clamp Max*; no over-resource default | Medium | Pickup/heal apply (RE-2A1-018) | Resolved |
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| C-007 | Approved | Death from ASC Health ≤ 0; idempotent; anim presentation | Medium | Death path (RE-2A1-022) | Resolved |
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| C-008 | Approved with Conditions | GameMode orchestrates; PC handoff; pawn reports only | Medium | Respawn/HUD (RE-2A1-022) | Resolved |
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| C-009 | Approved | Client intent; server validate; multicast presentation-only | Medium | Ability + 2P (RE-2A1-015, 023) | Resolved |
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| C-010 | Approved with Conditions | Animation presentation; timing signal into lifecycle; no sole notify authority | Medium | Interrupt/notify (RE-2A1-019–020) | Resolved |
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| C-011 | Approved | Shared lifecycle; guaranteed cleanup; not sole AN_AttackComplete | Medium | Interrupt/death mid-ability (RE-2A1-020–022) | Resolved |
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| C-012 | Approved | Player ASC on PlayerState; pawn Avatar; enemy self-ASC + corrected accessor | High | Respawn Owner/Avatar; enemy accessor (RE-2A1-028) | Resolved |
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| C-013 | Approved | Overlay-only HUD; retire UpdatePlayerHUD; defer stamina UI | High | Overlay idempotence after respawn | Resolved |
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| C-014 | Approved | Server pickup ownership; client-overlap RPC rejected as default | Medium | Overlap + 2P (RE-2A1-018, 023) | Resolved |
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| C-015 | Approved | Minimum observability list; no permanent debug UI required | Medium | Harness/logs deliver listed fields | Resolved |
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---
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## Explicit rejected and deferred marks
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| Item | Status | Notes |
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| Bidirectional legacy synchronization | **Rejected** | C-004 |
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| Client-overlap RPC as default pickup model | **Rejected** | C-014 |
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| GameplayEffectExecutionCalculation choice | **Deferred** | C-005 — not selected |
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| Exact default-GE mapping mechanism | **Deferred** | C-002 |
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| Exact authoritative animation-timing mechanism | **Deferred** | C-010 |
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| Exact temporary observability implementation | **Deferred** | C-015 |
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| Whether any real consumer requires a temporary legacy shadow | **Deferred** | C-004 |
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---
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## C-001 — Canonical player resource source of truth
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| Field | Content |
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| Decision ID | C-001 |
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| Title | Canonical player resource source of truth |
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| State | Approved |
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| Owner decision | ASC attributes sole authoritative source for Health, MaxHealth, Mana, MaxMana, Stamina, MaxStamina; DEPRECATED vars not authoritative |
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| Approval conditions | None |
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| Recommended option | ASC AttributeSet sole SoT |
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| Alternatives | Legacy-only SoT — Rejected as end state; dual-SoT — Rejected |
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| Static evidence | `05`, `06` §8, `01` P0 |
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| Runtime evidence | RE-2A1-001, 004, 005, 012, 013; RT-001, RT-002 |
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| Benefits | One truth for UI, combat, potions, death |
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| Risks | Unconverted legacy readers break without shadow/cutover |
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| Migration impact | Abilities, Amazonian death, Cleric heal, HUD, stamina |
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| Blocking unknowns | N/A for architecture approval |
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| Validation obligation | Post-init ASC; potion+combat mutate ASC; death from ASC (RE-2A1-022) |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-002 — Character default attribute initialization
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| Field | Content |
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| Decision ID | C-002 |
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| Title | Character default attribute initialization |
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| State | Approved with Conditions |
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| Owner decision | Character-specific default Gameplay Effects with listed constraints |
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| Approval conditions | Server-only; after ASC actor info + avatar valid; deterministic spawn/respawn; all six attrs; no native stamina fallback; no Blueprint CDO reliance; visible failure if missing; prevent duplicate init |
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| Recommended option | Option A — character-specific default GE |
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| Alternatives | B SetByCaller; C native service — historical alternatives; exact mapping **Deferred** |
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| Static evidence | `06` §§2–4 |
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| Runtime evidence | RE-2A1-001, 002, 011, 012 |
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| Benefits | Per-class balance; deterministic init |
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| Risks | Orphan GEs lack Max*; duplicate apply |
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| Migration impact | PlayerState, GEs, Gunslinger, spawn/respawn |
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| Validation obligation | Per-class ASC spawn/respawn; missing config visible; no duplicate GE |
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| Approval question | Resolved — approved with conditions 2026-07-17 |
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---
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## C-003 — Resource-access boundary
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| Field | Content |
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| Decision ID | C-003 |
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| Title | Resource-access boundary |
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| State | Approved |
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| Owner decision | Shared server-authoritative ASC boundary for all new reads, affordability, costs, restoration, max queries, gates; atomic cost commit |
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| Approval conditions | None |
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| Alternatives | Per-system ad-hoc ASC — Rejected |
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| Static evidence | `05`, `07` S9, `06` |
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| Runtime evidence | RE-2A1-014, 015 |
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| Validation obligation | Cost reduces ASC once; failed affordability no mutation |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-004 — Legacy compatibility policy
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| Field | Content |
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| Decision ID | C-004 |
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| Title | Legacy compatibility policy |
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| State | Approved (transitional only) |
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| Owner decision | ASC→legacy one-way shadow only for named read-only consumers with removal condition; ASC authoritative; no legacy write-through; bidirectional Rejected; end state no shadow; Option D preferred when migratable |
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| Approval conditions | Named consumer + removal condition required per shadow |
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| Alternatives | A Bidirectional — **Rejected**; B Legacy→ASC primary — Rejected; D no-sync preferred when migratable |
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| Static evidence | `06` sync Missing |
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| Runtime evidence | RE-2A1-004, 005, 013 |
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| Validation obligation | Shadow matches ASC; inventory whether any shadow consumer needed (**Deferred** choice) |
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| Approval question | Resolved — approved transitional 2026-07-17 |
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---
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## C-005 — Damage contract
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| Field | Content |
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| Decision ID | C-005 |
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| Title | Damage contract |
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| State | Approved |
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| Owner decision | One server damage boundary: validate source/target; preserve instigator/causer; magnitude; mitigation at one boundary; mutate ASC Health; dedupe; death eval; observable damage event; ApplyDamage adapter only |
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| Approval conditions | None for boundary; ExecCalc not approved |
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| Alternatives | Final GE ExecutionCalculation — **Deferred**; legacy ApplyDamage+DEPRECATED health end state — Rejected |
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| Static evidence | `05`, `09`, `06` |
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| Runtime evidence | RE-2A1-022, 027, 030 |
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| Validation obligation | Single ASC Health reduction; no double hit; death trigger |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-006 — Healing and resource restoration contract
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| Field | Content |
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| Decision ID | C-006 |
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| Title | Healing and resource restoration contract |
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| State | Approved |
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| Owner decision | Authoritative restore via shared boundary; clamp to max; attribute source; update ASC; HUD via delegates; no over-resource by default |
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| Approval conditions | None |
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| Alternatives | Overheal via tagged GEs — not approved now |
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| Static evidence | `05`, `06`, `12` |
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| Runtime evidence | RE-2A1-018 |
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| Validation obligation | Clamp at max; potion once; Overlay update |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-007 — Death contract
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| Field | Content |
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| Decision ID | C-007 |
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| Title | Death contract |
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| State | Approved |
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| Owner decision | Death from ASC Health ≤ 0; authoritative; idempotent; one replicated dead state; cancel abilities; disable movement/interaction; anim presentation; shared death definition for player/enemy |
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| Approval conditions | None |
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| Alternatives | Legacy≤0 SoT — Rejected as end state |
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| Static evidence | `05`, `09`, `10` |
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| Runtime evidence | RE-2A1-004, 006, 013, 022 |
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| Validation obligation | One transition; no re-entry; ABP follows replicated state |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-008 — Respawn contract
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| Field | Content |
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| Decision ID | C-008 |
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| Title | Respawn contract |
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| State | Approved with Conditions |
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| Owner decision | GameMode owns orchestration; PlayerController owns handoff (request/state/possess/input/HUD); dying pawn reports only — must not create/possess replacement |
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| Approval conditions | Must cover duplicate-request prevention, timing, destroy, spawn, PlayerState persistence, ASC avatar teardown/re-init, default reapply, possession, input restore, HUD idempotence |
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| Alternatives | Pawn-owned sole respawn — Rejected |
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| Static evidence | `07` S8, `11` |
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| Runtime evidence | RE-2A1-010, 022 |
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| Validation obligation | One respawn; Owner/Avatar correct; one Overlay |
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| Approval question | Resolved — approved with clarification 2026-07-17 |
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---
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## C-009 — Authority contract
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| Field | Content |
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| Decision ID | C-009 |
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| Title | Authority contract |
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| State | Approved |
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| Owner decision | Client intent; server validates life, ability, target, range, resources, cost, cooldown, result; authoritative owners write replicated state; multicast presentation-only |
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| Approval conditions | None |
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| Alternatives | Notify-as-sole-authority end state — Rejected |
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| Static evidence | `05`, `10` |
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| Runtime evidence | RE-2A1-015, 019, 021, 023–026 |
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| Validation obligation | Listen-server damage once; montage both |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-010 — Animation responsibility contract
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| Field | Content |
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| Decision ID | C-010 |
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| Title | Animation responsibility contract |
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| State | Approved with Conditions |
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| Owner decision | Animation owns presentation; may emit timing signal evaluated on authority; cannot be sole gameplay authority; signals enter ability lifecycle; cleanup not blocked by missing notify |
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| Approval conditions | Exact timing mechanism not prescribed this pass — **Deferred** |
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| Alternatives | Notify-authoritative hits as end state — Rejected |
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| Static evidence | `10` |
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| Runtime evidence | RE-2A1-019–021 |
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| Validation obligation | Interrupt cleanup without AN_AttackComplete |
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| Approval question | Resolved — approved with timing clarification 2026-07-17 |
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---
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## C-011 — Ability lifecycle and cleanup contract
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| Field | Content |
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| Decision ID | C-011 |
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| Title | Ability lifecycle and cleanup contract |
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| State | Approved |
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| Owner decision | Shared lifecycle states; guaranteed cleanup for listed paths; AN_AttackComplete cannot be only cleanup path |
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| Approval conditions | None |
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| Alternatives | Montage-notify-only cleanup — Rejected |
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| Static evidence | `05`, `07` S3/S12, `10` |
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| Runtime evidence | RE-2A1-020 |
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| Validation obligation | Complete + interrupted clear locks; death mid-ability |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-012 — PlayerState and pawn ownership contract
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| Field | Content |
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| Decision ID | C-012 |
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| Title | PlayerState and pawn ownership contract |
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| State | Approved |
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| Owner decision | PlayerState owns ASC/AttributeSet/cross-pawn state; pawn owns avatar/movement/anim/equipment/transient/targeting presentation; re-InitAbilityActorInfo on possess/replace; enemy self-ASC valid with corrected accessor |
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| Approval conditions | None |
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| Alternatives | Move ASC to pawn — Rejected unless redesign |
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| Static evidence | `06`, `09` |
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| Runtime evidence | RE-2A1-007, 027, 028 |
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| Validation obligation | Post-respawn Owner/Avatar; enemy ASC via corrected accessor |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-013 — HUD data-flow contract
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| Field | Content |
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| Decision ID | C-013 |
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| Title | HUD data-flow contract |
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| State | Approved |
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| Owner decision | Overlay/widget-controller only; retire UpdatePlayerHUD; no UI SoT; idempotent HUD; no duplicate overlays; ASC-driven; stamina UI after canonical stamina init; UI cannot mutate gameplay |
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| Approval conditions | None |
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| Alternatives | UpdatePlayerHUD as second path — Rejected |
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| Static evidence | `11`, `07` S10 |
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| Runtime evidence | RE-2A1-008, 009 |
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| Validation obligation | One Overlay spawn+respawn; bars track ASC |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-014 — Pickup authority and replication contract
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| Field | Content |
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| Decision ID | C-014 |
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| Title | Pickup authority and replication contract |
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| State | Approved |
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| Owner decision | Server owns validate/apply-once/destroy-or-deactivate/replicate existence/dedupe/attribute; client-overlap RPC **Rejected** as default; client cosmetics after authoritative collection |
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| Approval conditions | None |
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| Alternatives | Client-overlap RPC default — **Rejected**; SP non-rep as MP model — Rejected |
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| Static evidence | `12` |
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| Runtime evidence | RE-2A1-016, 017, 018 |
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| Validation obligation | One apply; ASC change; destroyed on all clients |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## C-015 — Runtime observability contract
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| Field | Content |
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| Decision ID | C-015 |
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| Title | Runtime observability contract |
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| State | Approved |
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| Owner decision | Observable: identity, net role, Owner/Avatar, attrs, active GEs, granted abilities, lifecycle, resource commitments, damage/death/respawn events, pickup apply count; via logs/debugger/ASC inspect/bounded harness; no permanent debug UI required |
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| Approval conditions | None |
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| Alternatives | Exact harness packaging — **Deferred**; permanent debug UI — not required |
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| Static evidence | `13`, `15` |
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| Runtime evidence | RE-2A1-015, 023, 028, 031 |
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| Validation obligation | Each listed field obtainable in controlled session |
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| Approval question | Resolved — approved 2026-07-17 |
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---
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## Approved architecture boundary summary
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Canonical ASC attributes → shared server resource boundary → authoritative damage/healing → idempotent death → GameMode-owned respawn → ASC-driven HUD → authoritative ability lifecycle → character migration → enemy reconstruction → server-owned replicated pickups.
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- PlayerState owns persistent player ASC state.
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- Pawn is the player avatar.
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- Enemy ASC is self-owned and requires a corrected accessor.
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- Multicast animation is presentation-only.
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- Legacy shadow values are temporary, one-way, named, and removable.
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- No per-character reconstruction may begin before the shared contracts are planned and the initial Phase 2A implementation sequence is approved.
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## Register integrity
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- Every C-001–C-015 has an owner state.
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- Status: Complete.
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- Runtime validation obligations are recorded but do not reopen architecture approval.
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- No Unreal implementation authorized by this register alone.
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