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suaveplan/openspec/changes/enterprise-gaming-game-loop/tasks.md
2026-05-27 23:29:53 +01:00

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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