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# Tasks: enterprise-gaming-game-loop
## 0. Pre-flight (non-negotiable)
- [ ] 0.1 Confirm clean working tree (`git status` reports nothing) and no in-flight worktrees with uncommitted work (`git worktree list` then `git status` in each)
- [ ] 0.2 If any worktrees exist under `.claude/worktrees/`, account for each one: still-active agent, work-pending-merge, or stale-and-prune. Stale worktrees MUST be removed (`git worktree remove`) before opening a new one — code that has been lost twice on main is the failure mode this guards against.
- [ ] 0.3 Confirm the package set in `MANIFEST.md` matches `find packages -maxdepth 3 -name package.json` count. Drift here means a prior change archived without regenerating the manifest.
## Phase 1 — Scaffold
- [ ] Create `gaming/engine/game-loop/` with `package.json` (`@suaveplan/game-loop`, `0.1.0`, `sideEffects: false`)
- [ ] `tsconfig.json`, `vitest.config.ts`
## Phase 2 — Error codes & constants
- [ ] `src/error-codes.ts` — `GameLoopError`, `GAME_LOOP.*` codes
- [ ] `src/constants/index.ts` — `DEFAULT_FIXED_STEP`, `DEFAULT_MAX_FRAME_TIME`
## Phase 3 — Types
- [ ] `src/types/common.ts` — all public interfaces
- [ ] `src/types/common.md`
## Phase 4 — Frame stats utility
- [ ] `src/utils/frame-stats.ts` — rolling FPS average, frame-time smoothing
- [ ] Tests + docs
## Phase 5 — Game loop core
- [ ] `src/core/game-loop/game-loop.ts` — accumulator pattern, `onTick`/`onRender` callbacks, panic detection, OTel
- [ ] `AbortSignal` wiring for clean exit
- [ ] Tests using FakeClock (advance time manually, assert tick count)
- [ ] Docs
## Phase 6 — Tick scheduler
- [ ] `src/core/tick-scheduler/tick-scheduler.ts` — `scheduleOnce`, `scheduleEvery`, `cancel`
- [ ] Tests + docs
## Phase 7 — Integration tests
- [ ] `tests/integration.test.ts` — start/stop loop, scheduler interaction, panic scenario
## Phase 8 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/game-loop` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/game-loop`