# Tasks: enterprise-gaming-game-state-schemas ## 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-state-schemas/` (`@suaveplan/game-state-schemas`, `0.1.0`, `sideEffects: false`) - [ ] `tsconfig.json`, `vitest.config.ts` ## Phase 2 — Error codes & constants - [ ] `src/error-codes.ts` — `GameStateError`, `GAME_STATE.*` codes - [ ] `src/constants/index.ts` ## Phase 3 — Types - [ ] `src/types/common.ts` + `common.md` — `BitField`, `StateSchema`, `BitPacker`, `BitReader` ## Phase 4 — BitPacker / BitReader - [ ] `src/core/bit-packer/bit-packer.ts` — writeBool/writeUint/writeInt/writeFloat, dynamic buffer growth - [ ] `BitReader` counterpart in same module - [ ] Tests + docs ## Phase 5 — StateSchema - [ ] `src/core/state-schema/state-schema.ts` — `defineStateSchema()`, encode/decode, patch/applyPatch - [ ] Float quantization helper (min/max → N-bit fixed-point) - [ ] OTel histograms - [ ] Tests + docs ## Phase 6 — Property tests - [ ] `tests/property.test.ts` — fast-check round-trip for all field types, delta idempotence ## Phase 7 — Pre-publish gate - [ ] `bunx turbo lint typecheck test --filter=@suaveplan/game-state-schemas` green - [ ] 100% coverage - [ ] Publish: `bun scripts/publish.ts --package @suaveplan/game-state-schemas`