45 lines
1.9 KiB
Markdown
45 lines
1.9 KiB
Markdown
# Tasks: enterprise-gaming-game-state-schemas
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## 0. Pre-flight (non-negotiable)
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- [ ] 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)
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- [ ] 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.
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- [ ] 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.
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## Phase 1 — Scaffold
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- [ ] Create `gaming/engine/game-state-schemas/` (`@suaveplan/game-state-schemas`, `0.1.0`, `sideEffects: false`)
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- [ ] `tsconfig.json`, `vitest.config.ts`
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## Phase 2 — Error codes & constants
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- [ ] `src/error-codes.ts` — `GameStateError`, `GAME_STATE.*` codes
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- [ ] `src/constants/index.ts`
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## Phase 3 — Types
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- [ ] `src/types/common.ts` + `common.md` — `BitField`, `StateSchema<T>`, `BitPacker`, `BitReader`
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## Phase 4 — BitPacker / BitReader
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- [ ] `src/core/bit-packer/bit-packer.ts` — writeBool/writeUint/writeInt/writeFloat, dynamic buffer growth
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- [ ] `BitReader` counterpart in same module
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- [ ] Tests + docs
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## Phase 5 — StateSchema
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- [ ] `src/core/state-schema/state-schema.ts` — `defineStateSchema()`, encode/decode, patch/applyPatch
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- [ ] Float quantization helper (min/max → N-bit fixed-point)
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- [ ] OTel histograms
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- [ ] Tests + docs
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## Phase 6 — Property tests
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- [ ] `tests/property.test.ts` — fast-check round-trip for all field types, delta idempotence
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## Phase 7 — Pre-publish gate
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- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/game-state-schemas` green
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- [ ] 100% coverage
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- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/game-state-schemas`
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