# 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`