Resumed to project. INIT

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# Input Manager
## Current state
Input is fully decoupled from the windowing backend. `client/src/input.rs` owns all input
types. `main.rs` translates `pbio::Event::Key` events into `GameAction` values each frame and
stores them in an `InputState`. `game::update()` receives a `&InputState` and queries it with
three distinct semantics. (The platform/windowing layer lives in the external `pbio` crate;
game code only ever sees `pbio::Key`, never a raw backend type.)
## Architecture
### `GameAction` — `client/src/input.rs`
Logical actions the game cares about. Game code never sees backend key types.
```rust
pub enum GameAction { Up, Down, Left, Right, Confirm, Cancel }
```
### `InputMap` — `client/src/input.rs`
Translates a `pbio::Key` to an `Option<GameAction>`. All key bindings live here.
| Key | Action |
|------------------|---------|
| Up / W | Up |
| Down / S | Down |
| Left / A | Left |
| Right / D | Right |
| Enter | Confirm |
| Escape | Cancel |
### `InputState` — `client/src/input.rs`
Three internal buffers, populated from `pbio::Event::Key` events in `main.rs`:
| Buffer | Lifetime | Populated by |
|------------|----------------|---------------------------|
| `pressed` | current frame | key-down event |
| `held` | until released | key-down; cleared on up |
| `released` | current frame | key-up event |
`clear()` is called after `game::update()` each frame. It clears `pressed` and `released`;
`held` persists until the corresponding key-up event arrives.
#### Query API
```rust
input.button_pressed(action) // true only on the frame the key went down
input.button_held(action) // true every frame the key is physically held
input.button_released(action) // true only on the frame the key was released
```
## Data flow per frame
```
pbio::Event::Key
→ InputMap::translate(key)
→ InputState::push / InputState::release
→ game.update(&mut framebuffer, dt, &input_state) -> Option<GameSignal>
→ input_state.clear()
```
## Open questions
- Should modifier keys (Shift, Ctrl) produce distinct actions, or be handled in the mapping?
- How do we prepare for key rebinding?
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# Asset Loader
## Current state
TGA loading is implemented in `client/src/assets.rs`. `Image::from_tga(path)` reads the file,
parses the 18-byte header, skips the colormap block, and returns an `Image` — supporting
type 1 (uncompressed) and type 9 (RLE) via the private `decode_rle()` function in the same
module. `game.rs` uses it directly: `Image::from_tga("assets/tilesets/overworld.tga")`.
`Image` also provides `to_tileset() -> Vec<[u8; 64]>`, which splits the image into 8×8
tiles row-major. Every tile is emitted; tile ID is the flat row-major index into the Vec,
so tiles are never skipped or reordered. (Transparency is a per-pixel concern handled at
blit time by `blit_tile`, not by the splitter.)
`AssetStore` (a named registry) is **not yet implemented**. Assets are currently loaded
inline in `Game::start()`.
## Goal
Add an `AssetStore` so that game code can ask for an asset by name rather than loading
files directly at the call site.
## Design notes
- `Image` struct: `width: u32`, `height: u32`, `pixels: Vec<u8>` — done.
- A simple `AssetStore` could be a `HashMap<&'static str, Image>` loaded at startup.
- No streaming needed — the whole game is small enough to load everything upfront in `start()`.
- Palette index 0 is transparent when blitting sprites. This convention is enforced by
`blit_tile()` in `pixelhelper.rs`; the loader itself does not need to handle it.
- Pixel assets are stored as flat `Vec<u8>` of palette indices, row-major, width × height bytes.
- Future: consider embedding assets with `include_bytes!` to produce a single binary.
## Open questions
- Should `AssetStore` hold pre-split tilesets too, or just raw `Image` values?
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# Text Renderer
## Current state
No text rendering exists yet. No font loading or glyph blitting code exists.
## Goal
Draw ASCII text into the `u8` framebuffer using a bitmap font, respecting the palette-index
color model (one u8 per pixel, no RGBA).
## Design notes
- A bitmap font is the right fit: each glyph is a small tile of palette indices, blitted
directly into the framebuffer using the existing blit primitive in `pixelhelper.rs`.
- Likely approach: a fixed 8×8 or similar glyph grid packed into a TGA or raw binary,
one glyph per ASCII codepoint starting at 0x20 (space).
- The font image itself should be indexed: foreground pixels carry a nonzero palette index
(caller supplies the color), background pixels are index 0 (transparent/skip).
- API sketch:
```rust
fn draw_text(frame: &mut [u8], font: &Font, x: i32, y: i32, color: u8, text: &str);
```
- `Font` holds the glyph sheet as an `Image` plus glyph width/height.
## Open questions
- How do we handle proportional spacing of different characters?
- How do we store font data in memory?
- How do we handle font color rendering?
- How do we handle special characters like Ä, Ö, Ü, ß, etc.?
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# UI Renderer
## Current state
No UI primitives exist. The framebuffer is currently filled by the game world only
(`render_viewport` in `game.rs`: tile pass + entity sprite pass). `pixelhelper.rs` has
low-level pixel/blit helpers but nothing higher-level.
## Goal
Draw common roguelike UI elements (panels, borders, HUD bars, etc.) procedurally into the
`u8` framebuffer, composited on top of the game world.
## Design notes
The virtual resolution is 320×240, so UI layout should be designed in those pixel units.
Likely primitives needed (built on top of `pixelhelper.rs`):
- `fill_rect(frame, x, y, w, h, color)` — solid filled rectangle
- `draw_rect(frame, x, y, w, h, color)` — 1-pixel border rectangle
- `draw_border_box(frame, x, y, w, h, tileset)` — box drawn with corner/edge tiles from
a tileset (classic roguelike panel look)
- `draw_hbar(frame, x, y, w, value, max, fg, bg)` — horizontal progress/HP bar
Panels are typically fixed regions of the screen (e.g. a status bar at the bottom 40px,
a message log on the right). Hard-coding these regions first is fine; extract to a layout
system only if needed.
The UI layer draws after the world layer so it always appears on top. Draw order within
the UI should be back-to-front (backgrounds before text).
## Open questions
- Tileset-based borders vs. line-drawing: which look are we going for?
- Does the message log need scrolling? Probably not at first.
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# Hybrid Tick Loop
Single 24 Hz base tick; subsystems self-select frequency via stride scheduling. Replaces the old
3-tier (20/10/1 Hz buckets) description from roadmap item 06.
---
## Stride scheduling
All subsystems hang off one monotonic `tick: u32` counter. Each subsystem fires when its
stride condition is met. **Current implementation:**
```
tick % 1 == 0 → input processing, inbound recv (main.rs)
tick % 2 == send_phase → broadcast state to clients, phase-staggered (net.rs, 12 Hz/client)
tick % 4 == 0 → entity_tick() — movement / collision (sim.rs, 6 Hz)
tick % 8 == 0 → (reserved) slower AI routines, pathfinding refresh
tick % 192 == 0 → (reserved) world simulation (8-sec cycle: weather, daylight, respawns)
```
24 Hz is highly composite (divisors: 1, 2, 3, 4, 6, 8, 12, 24), giving flexible stride
options without resorting to co-prime tricks. `tick >> 3` yields 3 Hz pulses; world-sim
at `% 192` is exactly an 8-second cycle.
**Why `entity_tick` runs at 6 Hz, not 12 Hz:** without the action-point model (below), one
`entity_tick` = one tile of movement, so the tick rate *is* the movement rate. 6 Hz yields the
target ~6 tiles/sec. Once `energy`/`speed` are reintroduced, `entity_tick` can move up to 12 Hz
(`% 2`) and per-entity `speed` sets the effective movement rate instead — decoupling sim rate
from movement rate. The broadcast rate (12 Hz/client) is deliberately higher than the movement
rate: it keeps position latency low and adds redundancy against packet loss.
---
## Action-point model (entity AI)
> **Status: not yet implemented.** Removed from `entity.rs` as premature (no NPCs need it yet).
> Until it returns, `entity_tick` runs at 6 Hz to set the movement rate directly (see above).
> Reintroduce alongside roadmap item 08 (NPCs).
Layered on top of `entity_tick()`. Replaces fixed per-entity cooldown timers.
Each entity carries:
- `energy: i32` — accumulates each tick
- `speed: u8` — added to energy every `entity_tick()`
An entity acts when `energy >= ACTION_COST`, then pays the cost:
```rust
// inside entity_tick()
entity.energy += entity.speed as i32;
if entity.energy >= ACTION_COST {
entity.act(&mut world);
entity.energy -= ACTION_COST;
}
```
Fast entities (`speed >= ACTION_COST`) act every tick. Slow entities act every N ticks
naturally without any scheduler involvement. Haste and slow effects become simple `speed`
modifiers — no special-case scheduling needed.
---
## Simulation rate vs network rate
Sim and net rates are independent. The current targets:
| Layer | Rate | Stride |
|-------|------|--------|
| Base loop | 24 Hz | every tick |
| Network broadcast (per client, phase-staggered) | 12 Hz | `tick % 2 == send_phase` |
| Entity tick (movement / collision) | 6 Hz | `tick % 4 == 0` |
Clients receive a fresh `EntityPacket` every ~83 ms. For tile-based movement at 5–6 tiles/sec
this is sufficient with comfortable headroom.
Rough bandwidth per client at 12 Hz:
- `StatePacket` 72 B × 12 = 864 B/s
- `EntityPacket` ~1200 B × 12 = 14 400 B/s
- Total: ~15 KB/s outbound per client
---
## Tick-offset broadcasting (phase staggering)
Rather than flushing all clients on the same tick, assign each client a `send_phase` at
connection time and send only when the client's phase matches:
```rust
// ClientState gains:
send_phase: u8, // assigned as entity_id % BROADCAST_STRIDE at creation
// broadcast() skips clients whose phase doesn't match current tick:
if tick % BROADCAST_STRIDE as u32 != cs.send_phase as u32 { continue; }
```
Benefits:
- Outbound NIC load is flat across ticks instead of spiking every 2nd tick
- Scales with player count without architectural changes
- Each client still receives state at the same effective rate
---
## Why higher tick rate doesn't help high-ping players
```
Perceived latency ≈ RTT + tick_processing_delay + state_interval
LTE @ 100ms RTT, 24Hz sim, 12Hz net:
worst case: 100 + 42 + 83 = 225ms ← RTT-dominated
Same at 64Hz sim, 20Hz net:
worst case: 100 + 15 + 50 = 165ms ← 60ms gain, negligible for roguelike
```
RTT is the dominant term. Higher tick rates yield diminishing returns and increase server
CPU load for minimal perceived benefit. 24 Hz is sufficient for deliberate tile-based input
and remains acceptable at LTE latencies (~100ms RTT) and remote locations (~200ms RTT).
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# Protocol
Wire format for client-server communication.
## Transport
- UDP (`std::net::UdpSocket`, non-blocking)
- Hard limit: **1200 bytes per datagram** (safe internet MTU; avoids IP fragmentation)
- All integers: little-endian
- Server streams `StatePackets` continuously; client sends `ActionPackets` only when needed
---
## Header
Every datagram begins with a 6-byte universal header.
| Offset | Size | Type | Field | Notes |
|--------|------|------|---------------|-----------------------------------------|
| 0 | 2 | u16 | `magic` | Fixed: `0x524C` ("RL") — rejects noise |
| 2 | 1 | u8 | `version` | Protocol version — server rejects mismatch |
| 3 | 1 | u8 | `packet_type` | See packet type table below |
| 4 | 2 | u16 | `client_type` | 0 = official client; others registered |
`client_type` allows the server to distinguish official clients, registered bots, and
forks for analytics and access control, without affecting the protocol logic.
---
## Packet types
| Packet type | id | Flow | Size |
|---------------|----|------------------|------------------|
| State | 0 | server → client | 72 bytes |
| Action | 1 | client → server | min. 74 bytes |
| Chunk Data | 2 | server → client | max. 909 bytes |
| Entity | 3 | server → client | max. 1200 bytes |
| Entity Query | 4 | client → server | 18 bytes |
| Entity Detail | 5 | server → client | max. 1200 bytes |
| Ping | 6 | client → server | 14 bytes |
| Pong | 7 | server → client | 14 bytes |
---
### StatePacket — server → client
Sent by the server at 10 Hz regardless of client activity.
Currently carries the chunk manifest for the 3×3 neighbourhood around the player.
| Offset | Size | Type | Field | Notes |
|--------|------|------------|---------------------|-------------------------------------------------|
| 0 | 6 | Header | `header` | packet_type = 0 |
| 6 | 4 | u32 | `tick` | Server tick counter |
| 10 | 54 | ChunkEntry | `chunks[9]` | 9 chunk entries |
| 64 | 4 | u32 | `player_entity_id` | Global entity ID of the receiving client |
| 68 | 4 | u32 | `entity_checksum` | FNV-1a over all EntityPacket payloads this tick |
**Total: 72 bytes**
The `entity_checksum` lets the client detect a lost `EntityPacket` without a dedicated
ACK: if the checksum differs from the one computed over the last received entity update,
the client knows to retransmit an `ActionPacket` (sequence preserved, no-op action) to
prompt the server to re-send the current entity state.
---
### ActionPacket — client → server
Sent by the client on player action or on a chunk cache miss.
| Offset | Size | Type | Field | Notes |
|--------|------|--------------|-----------------|--------------------------------|
| 0 | 6 | Header | `header` | packet_type = 1 |
| 6 | 8 | u64 | `auth_token` | Token of the current session |
| 14 | 4 | u32 | `sequence` | Monotonically increasing |
| 18 | 54 | ChunkEntry | `cache[9]` | Versions client currently holds |
| 72 | 2 | PlayerAction | `player_action` | Derived from user input |
| 74 | ? | ActionData | `action_data` | Dependent on PlayerAction |
**Minimum: 74 bytes** (no ActionData)
**ChunkEntry (6 bytes)**
| Offset | Size | Type | Field |
|--------|------|------|------------|
| 0 | 4 | u32 | `chunk_id` |
| 4 | 2 | u16 | `version` |
`chunk_id` encodes the chunk grid position: `(x as u16) | ((y as u16) << 16)`,
where x and y are signed chunk coordinates (i16 each).
**PlayerAction (u16)**
| Value | Action |
|-------|---------|
| 0 | No-Op (cache update only) |
| 1 | North |
| 2 | East |
| 3 | South |
| 4 | West |
$TODO — additional actions (interact, etc.)
---
### ChunkPacket — server → client
Sent by the server for each chunk the client is missing or has stale.
One chunk per datagram.
The world is divided into **32×32 tile chunks**.
- At most **4 chunks (2×2)** are visible at once.
- The 3×3 neighbourhood (9 chunks) covers all prefetch needs.
- Each chunk carries a **local palette** of up to 64 tile types.
- Tiles are encoded as 6-bit palette indices (4 tiles per 3 bytes, no padding).
| Offset | Size | Type | Field | Notes |
|-------------------|----------|--------------|-------------|---------------------------------|
| 0 | 6 | Header | `header` | packet_type = 2 |
| 6 | 6 | ChunkEntry | `chunk` | ID and version of this chunk |
| 12 | 1 | u8 | `pal_count` | Number of palette entries (≤64) |
| 13 | max. 128 | u16[] | `palette` | Global tile IDs, pal_count × 2 |
| 13 + pal_count×2 | 768 | packed u6[] | `tiles` | 1024 tiles, 6-bit indices |
**Maximum: 6 + 6 + 1 + 128 + 768 = 909 bytes**
**Palette** — up to 64 entries, each a global tile ID (u16) mapping local 6-bit index → world tile type.
**Tiles** — 1024 tiles packed as 256 groups of 3 bytes (4 tiles × 6 bits = 24 bits per group).
---
### EntityPacket — server → client
Sent by the server each tick, immediately after the `StatePacket`.
Contains the bulk entity update for all entities within the visible **30×30 tile viewport**.
Positions are **absolute world tile coordinates**.
If the entity count exceeds what fits in one datagram, the server sends multiple
`EntityPacket`s on the same tick; `packet_flags` bit 0 signals that more follow.
| Offset | Size | Type | Field | Notes |
|--------|----------------|-------------|----------------|--------------------------------|
| 0 | 6 | Header | `header` | packet_type = 3 |
| 6 | 4 | u32 | `tick` | Matches the `StatePacket` tick |
| 10 | 1 | u8 | `entity_count` | Entities in this datagram |
| 11 | 1 | u8 | `packet_flags` | bit 0: more packets follow |
| 12 | entity_count×… | EntityEntry | `entities` | Variable-length entries |
**Maximum: 1200 bytes** — without metadata: ⌊(1200 − 12) / 18⌋ = **66 entities per datagram**.
---
#### EntityEntry
| Offset | Size | Type | Field | Notes |
|--------|------------|------|-----------------|-----------------------------------------|
| 0 | 4 | u32 | `id` | Server-assigned entity ID (persistent) |
| 4 | 2 | u16 | `type_id` | Entity type; 0 = player |
| 6 | 2 | i16 | `pos_x` | Absolute world tile X |
| 8 | 2 | i16 | `pos_y` | Absolute world tile Y |
| 10 | 2 | u16 | `hp` | Current HP |
| 12 | 2 | u16 | `hp_max` | Max HP |
| 14 | 2 | u16 | `elo` | Elo rating (acts as level) |
| 16 | 1 | u8 | `entity_flags` | See flag table below |
| 17 | 1 | u8 | `meta_len` | Byte length of the TLV metadata block |
| 18 | `meta_len` | u8[] | `meta` | TLV metadata (0 bytes if none) |
**Base size: 18 bytes** (plus `meta_len` bytes of metadata).
**entity_flags:**
| Bit | Meaning |
|-----|-------------------------------------------------------|
| 0 | `is_static` — does not move (chest, sign, item stack) |
| 1 | `is_hostile` |
| 2 | `is_interactable` — show interaction prompt |
| 3–7 | reserved |
---
#### Inline metadata — TLV format
Inline metadata is a sequence of TLV (type–length–value) fields appended directly after
the fixed `EntityEntry` fields. `meta_len = 0` means no metadata is present.
Each TLV field:
| Offset | Size | Type | Field |
|--------|------|------|---------|
| 0 | 1 | u8 | `tag` |
| 1 | 1 | u8 | `len` |
| 2 | len | u8[] | `value` |
**Defined tags:**
| Tag | Name | Value format | Notes |
|------|------------------|--------------|--------------------------------|
| 0x01 | `status_effects` | u16 bitmask | Active status effects |
| 0x02 | `weapon` | u16 type_id | Currently equipped weapon |
| 0x03 | `armor` | u16 type_id | Currently equipped armor |
Large metadata (chest inventory, sign text, dialogue trees) is not included inline.
Request it via `EntityQueryPacket` (type 4) on player interaction.
---
### EntityQueryPacket — client → server
Sent when the client needs detailed metadata for a specific entity (on interaction,
hover, or similar trigger). The server responds with an `EntityDetailPacket`.
| Offset | Size | Type | Field | Notes |
|--------|------|--------|--------------|------------------------------|
| 0 | 6 | Header | `header` | packet_type = 4 |
| 6 | 8 | u64 | `auth_token` | Token of the current session |
| 14 | 4 | u32 | `entity_id` | Entity to query |
**Total: 18 bytes**
---
### EntityDetailPacket — server → client
Full metadata response for a queried entity. Sent in reply to an `EntityQueryPacket`.
| Offset | Size | Type | Field | Notes |
|--------|------------|--------|--------------|------------------------------|
| 0 | 6 | Header | `header` | packet_type = 5 |
| 6 | 4 | u32 | `tick` | Server tick at time of query |
| 10 | 4 | u32 | `entity_id` | Entity being described |
| 14 | 2 | u16 | `meta_len` | Byte length of metadata |
| 16 | `meta_len` | u8[] | `meta` | Full TLV metadata block |
**Maximum: 1200 bytes** (up to 1184 bytes of metadata).
---
### PingPacket / PongPacket — round-trip measurement
Liveness and RTT probe. The client sends a `PingPacket`; the server echoes the payload back
unchanged as a `PongPacket`. Both share the same layout.
| Offset | Size | Type | Field | Notes |
|--------|------|--------|----------------|--------------------------------------|
| 0 | 6 | Header | `header` | packet_type = 6 (Ping) / 7 (Pong) |
| 6 | 8 | u64 | `timestamp_ms` | Echoed verbatim by the server |
**Total: 14 bytes**
The client currently measures RTT locally via the elapsed time since the ping was sent, so
`timestamp_ms` is sent as 0; the field is reserved for server-stamped timing if needed later.
---
## Protocol flow
```
── every tick (10 Hz) ────────────────────────────────────────────────────────
server → client StatePacket (tick N, chunk manifest, entity_checksum)
server → client EntityPacket (tick N, entities 0–73)
server → client EntityPacket (tick N, entities 74–N, more=0) ← if needed
↓ client verifies entity_checksum
↓ checksum mismatch → retransmit ActionPacket (no-op)
↓ chunk cache miss on chunk X →
client → server ActionPacket (auth_token, seq, cache state, player_action)
server → client ChunkPacket (chunk X, full data)
server → client ChunkPacket (chunk Y, full data) ← if multiple misses
── on player interaction ─────────────────────────────────────────────────────
client → server EntityQueryPacket (auth_token, entity_id)
server → client EntityDetailPacket (entity_id, full TLV metadata)
```
The server reads the `ActionPacket`'s cache list, computes the diff against current
chunk versions, and sends one `ChunkPacket` per missing or stale chunk.
---
## Reliability
UDP is unreliable. The protocol handles loss without a dedicated ACK mechanism:
**Lost ActionPacket** — the server never learns of the cache miss and keeps streaming
StatePackets. The client retransmits the ActionPacket after **200–300 ms** if no
ChunkPacket has arrived.
**Lost ChunkPacket** — the server has already processed the ActionPacket and will not
retransmit spontaneously. The client's timeout fires (200–300 ms), it resends the
ActionPacket with its updated cache state (listing only still-missing chunks), and
the server sends the missing chunks again.
**Duplicate ActionPackets** — the server handles these idempotently. The cache list is
self-describing state; the server reads it, diffs against current versions, and sends
whatever is still missing. No deduplication logic is required.
**Lost StatePacket** — the next tick delivers the same chunk manifest. No retry needed;
the client simply waits one tick (~100 ms).
**Lost EntityPacket** — detected via the `entity_checksum` in the next `StatePacket`.
The client retransmits a no-op `ActionPacket` (same sequence number, no-op action,
current cache state); the server treats this as a normal diff request and re-sends the
full entity update for the tick.
**Lost EntityQueryPacket / EntityDetailPacket** — the client retransmits the query
after a 200–300 ms timeout if no `EntityDetailPacket` has arrived.
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# Roadmap
Workspace layout: `shared/` (wire types), `server/` (authoritative sim), `client/` (render
terminal). The platform layer — window, GPU, input, RGB332 palette — lives in the external
`pbio` crate (git dependency), not in this repo.
---
## Achieved milestones
- [x] TGA loader: `Image`, `from_tga`, `to_tileset`, `decode_rle` in `client/src/assets.rs`
- [x] Pixel helpers: `set_pixel`, `extract`, `blit`, `blit_tile` in `client/src/game/pixelhelper.rs`
— signed `i32` offsets, clip against all four framebuffer edges, index 0 = transparent
- [x] Input system: `GameAction`, `InputMap`, `InputState` in `client/src/input.rs` (over `pbio::Key`)
- [x] Protocol spec: `notes/protocol.md` — Header, State, Action, Chunk, Entity, EntityQuery,
EntityDetail, Ping/Pong; reliability model
- [x] Shared crate: packet structs as `bytemuck::Pod` with compile-time size assertions,
`player_action` / `packet_type` constants, `chunk_id` / `chunk_coords`
- [x] Server binary: 24 Hz tick loop, 3×3-chunk test world (`build_world`), wall collision,
per-client action queue, `ChunkPacket` dispatch on cache miss, stale-client eviction
- [x] Client net: `NetClient` in `client/src/net.rs`, non-blocking UDP recv,
`StatePacket` / `EntityPacket` / `ChunkPacket` / `PongPacket` dispatch, entity-checksum retransmit
- [x] End-to-end loop: player moves on server, position reflected in `EntityPacket`, rendered on client
- [x] Tile rendering: chunk-based world rendering from received `ChunkPacket` data (6-bit unpack)
- [x] Tick-based movement: movement resolved in `entity_tick`, currently every 4th tick (`sim.rs`)
- [x] Sprite-based entity rendering: entity `type_id` → tile in `entities.tga`, blitted with transparency
- [x] Phase-staggered broadcast: per-client `send_phase`, flat outbound load across ticks
- [x] Ping/Pong RTT measurement (`PingPacket` / `PongPacket`)
- [x] Connection timeout: client emits `Disconnected` after 10 s without a `StatePacket`;
server evicts clients unseen for 10 s
---
## Upcoming work
### 06 — Hybrid tick loop *(partially done)*
Design of record: **`notes/06-hybrid-tick-loop.md`** (24 Hz base tick + stride scheduling).
This supersedes the original 20/10/1 Hz three-tier sketch.
- [x] 24 Hz base loop (`server/src/main.rs`)
- [x] Phase-staggered broadcast at 12 Hz/client (`send_phase` in `server/src/net.rs`)
- [x] Stride layout settled: `entity_tick` at `%4` (6 Hz, sets movement rate), broadcast at
`%2` (12 Hz/client). The `06` note now documents this and why.
- [ ] Action-point model (`energy` / `speed` per entity, act when `energy >= ACTION_COST`).
Removed from `entity.rs` for now as premature — reintroduce when NPCs (08) actually need it.
Then `entity_tick` can move to `%2` (12 Hz) and `speed` sets the effective movement rate.
---
### 07 — Tiled map loader
Replace the hardcoded `build_world` wall loop with real level data.
- Parse Tiled TMX (XML) or JSON export — only the subset actually used
- Define the tile vocabulary: `TileKind` variants map 1:1 to Tiled tile IDs
- Load a hand-authored starting area as the first real level
- Procedural generation comes later; hand-authored first
---
### 08 — Basic NPC entity + AI budget
One dumb wandering enemy. Validates the simulation architecture before complexity accumulates.
Depends on the action-point model from 06 being reintroduced.
- Add `EntityKind::Npc` with a `think() -> u32` method returning budget cost
- Per sim-tick: distribute `think_budget = BASE / (clients + 1)` across entities ordered by player proximity
- Complex entities consume more budget; simple ones less. Loop breaks at zero — natural load shedding.
- No framework. No trait objects yet. A match on `EntityKind` is fine.
```rust
let mut budget: u32 = BASE_BUDGET / (client_count + 1).max(1);
for entity in entities_by_player_proximity() {
if budget == 0 { break; }
budget = budget.saturating_sub(entity.think(&mut world));
}
```
---
### 09 — Client camera *(sprite rendering already done)*
Sprite rendering already landed (see Achieved). What remains is the camera:
- Smooth camera: lerp between last known and current server position; do not snap
(currently `player_pos` snaps hard to the server position in `game.rs`)
- Store previous + current position per entity, interpolate on render
- Camera math is architectural — affects how entity state is stored. Do it before UI.
---
### Later — UI / HUD
- Bitmap font renderer: 8×8 glyph sheet TGA, `draw_text(frame, font, x, y, color, text)` — see `notes/04`
- UI primitives in `client/src/ui.rs`: `fill_rect`, `draw_rect`, `draw_hbar` — see `notes/05`
- HUD layout (320×240): HP bar + player name bottom 16px, message log right panel
- A real clip-rect on the blit primitives belongs here — once the viewport and HUD panels are
two distinct regions, the abstraction earns its keep. Not before.
---
### Later — Robustness + auth
- Auth token handshake: replace source-address identity (`auth_token` field exists but is unused)
- Multi-datagram `EntityPacket`: server currently truncates at 66 entities (`net.rs` TODO)
- Asset embedding: `include_bytes!` for single-binary distribution
---
### Later — World depth
Once the simulation architecture is stable and a real level exists:
- Doors, interactive objects (server-authoritative state)
- Combat: melee range check, HP, death, respawn
- Inventory: on-demand via `EntityQueryPacket` / `EntityDetailPacket`
- Day/night and weather on the slow tick — affect visibility, spawns
- Procedural dungeon generation (BSP or cellular automata feeding into the same tile format)
---
</content>