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

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# 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`