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2026-05-27 23:29:53 +01:00

1.9 KiB

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<T>, 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