Replay: deterministic record & playback #4
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# Replay — Design
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This document captures the design for the replay record/playback feature. It records the
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decisions made during design discussion; it is a complement to `architecture.md`. No
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implementation exists yet — this is the agreed design to implement against.
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## Goal
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Record every play session and allow it to be played back later. Playback is **view-only**
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(no interaction) with **manual game-speed selection** (including pause). Playback is launched
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via a command-line argument to the executable.
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## Approach: deterministic command-replay (re-simulation)
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We record **player intent** (commands) plus the inputs needed to reproduce the run, and on
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playback we **re-run the real simulation**, injecting the recorded commands at their recorded
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ticks. We do **not** record per-tick state snapshots.
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This is viable because the simulation is already built for it (see `architecture.md`:
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"determinism, replayability ... fall out for free"):
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- Fixed 30 Hz tick-based simulation, decoupled from render rate via `TickDriver`.
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- Game speed (0/0.5/1/2/4×) and pause are tick-rate multipliers — they change *how many*
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ticks run per frame, never the *outcome* of a tick. So speed, pause, camera scroll, and
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selection are pure presentation and are **not recorded**.
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- A single deterministic RNG stream: `Simulation::m_rng` (one `std::mt19937`) is passed by
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reference into `WaveSystem` and `BuildingSystem`, the only two consumers. ECS combat/AI/
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movement/scrap systems use no RNG. The `utility::getRandom*` global is not used by the sim.
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- Config is immutable after load; a replay is pinned to the config it was recorded with.
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A replay run is therefore a pure function of `(seed, config, ordered commands)`.
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### What we do NOT do (now)
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- No per-tick / keyframe state snapshots.
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- No backward seek / scrubbing (would require snapshots).
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- No save/load. (See "Future direction".)
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- No interactive playback (no taking over a replay mid-run).
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## Replay commands
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A *replay command* is the resolved, serializable **intent** behind a player action — the
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data, not the UI gesture. Example: placing a miner records
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`PlaceBuilding{type=Miner, anchor=(3,5), rotation=East}`, not the mouse pixel that produced it.
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- Commands are at **intent level, resolved to tile coordinates / domain ids** — independent
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of window size, camera scroll, and DPI.
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- Command payloads reference **stable, deterministic domain ids** (`BuildingId`, tile
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coordinates, choice indices) — never raw `entt::entity` handles. These ids are sim-allocated
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deterministically, so a recorded command resolves to the same entity on replay.
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- Camera scroll, selection, game speed, and pause are **not** commands.
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### Command vocabulary
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One command per sim-mutating operation (the complete mutation surface):
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- `PlaceBuilding`
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- `Demolish`
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- `RotateInPlace`
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- `SetRecipe`
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- `SetShipLayout`
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- `SetSplitterFilters` (building-site and belt variants)
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- `ClearBeltTiles`
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- `ApplySchematicChoice`
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- `Reset` / restart — see "Restart is a boundary".
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### Command representation
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Commands use a **base class + derived classes** (mirroring the existing `Event` hierarchy
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idiom, so it is native to this codebase). They are routed through a dedicated command path,
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**not** through `EventManager` (see next section).
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## Command system: reuse the *pattern*, not the EventManager singleton
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We reuse the **pattern** of the existing event system (a polymorphic base + small derived
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types), but the sim-mutating command path is a **dedicated, ordered queue**, not the
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`EventManager` pub/sub bus. Reasons:
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1. **Determinism / ordering.** Sim mutations must apply in a strict, tick-pinned, recorded
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order. `architecture.md` deliberately keeps the sim free of `EventManager` for exactly this
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reason (determinism, tick-order fidelity, headless testability — why `BeamFiredEvent` uses a
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plain vector). Routing commands into the sim via the singleton would break that.
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2. **Single consumer.** A command has exactly one recipient (the `Simulation`); pub/sub
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N-handler fan-out is the wrong shape.
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3. **Recording chokepoint.** One place must see every command, stamp its tick, append it to the
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file, and apply it. A direct queue gives that; a multi-handler bus does not.
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4. **Headless tests.** Tests link only `lib` and build a `Simulation` directly; the command
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type and apply path live in `lib` and must work with no UI and no singleton.
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### Structure
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- **In `lib`:** a `Command` base class + derived command types, plus a `CommandManager`
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(ordered queue) and a single `Simulation::apply(command)` chokepoint.
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- **UI fan-in still uses `EventManager`:** widgets emit a UI event as today; a single
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dispatcher/recorder catches it, builds the `lib` command, and hands it to the
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`CommandManager`. This keeps widgets decoupled (consistent with current architecture).
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- **Replay** skips the UI half and feeds commands straight into the same `CommandManager` /
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`Simulation::apply` chokepoint.
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### The completeness invariant (enforced structurally)
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**Every** sim mutation must flow through the single `CommandManager → Simulation::apply`
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chokepoint. Any path that mutates the sim directly would not be recorded and would silently
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desync the replay.
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This is enforced **structurally, not by discipline**: the `Simulation` mutators
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(`tryPlaceBuilding`, `demolish`, `setRecipe`, …) are made private/non-public so the only way to
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reach them is `apply(command)`. A stray direct call then fails to compile rather than compiling
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and silently desyncing.
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Recording happens **at the apply chokepoint**, not at the UI gesture — so only commands that
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actually reached the sim are recorded, and they replay through the identical apply path.
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UI-side validation (placement validity, affordability) remains a pre-filter that simply does
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not produce a command unless the action reaches the sim.
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## Command timing: drain once per frame, before the tick batch
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- During live play, input pushes commands onto the `CommandManager` queue (not applied
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synchronously).
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- The queue is drained at **one defined point: once per frame, before stepping the tick
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batch.** The whole queue is drained in FIFO order (not one-per-tick), so bursts (e.g. laying
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many belts quickly) apply immediately instead of dribbling across ticks, and it matches the
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lockstep model wanted later.
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- Each drained command is **tagged with the current completed-tick count**, recorded at drain
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time (so record-order == apply-order canonically), and applied.
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### Build-while-paused is preserved
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The drain runs every frame including at 0× (the tick batch is simply empty when paused). So a
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player can place buildings while paused and **see the construction sites immediately**. This is
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still fully deterministic: replay applies each command at its recorded tick regardless of the
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frame cadence that produced it.
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On replay, there is no input; the player applies each pre-filled command at its recorded tick
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through the same drain path, preserving order.
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The Qt single-threaded event loop guarantees input events and the `onFrame` tick-batch never
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interleave, so the completed-tick count at drain time is unambiguous. (If the sim is ever moved
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to a worker thread, this needs a lock at the sim boundary.)
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## Determinism: checksums and verification
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We do not verify EnTT iteration order statically. EnTT view iteration is a pure function of the
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sequence of spawn/destroy/add/remove operations, so on a fixed binary it contributes zero
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run-to-run nondeterminism. Instead we verify **end-to-end determinism** with a state checksum,
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and any divergence (EnTT order, float, container ordering, etc.) surfaces loudly.
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### What is checksummed (now)
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- **RNG state only**, for now. The `mt19937` state is fingerprinted into a 64-bit value.
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- The hash can be extended later (entity positions/HP, belt items, building buffers, scalars)
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without changing the format.
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### Cadence
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- **In the replay file:** every **30 ticks**, **and** after **every command** is applied. The
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per-command checksum pins any divergence to the action that triggered it; the periodic one
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localizes drift to a ~1 s window. On playback the recomputed checksum is compared; a mismatch
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reports "desync at tick N".
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- **In tests:** the Catch2 **double-run determinism test** hashes **full sim state every tick**
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(not just RNG). It runs a scripted command sequence twice from the same seed and asserts
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per-tick checksums match. This keeps the file lean while still catching non-RNG determinism
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bugs during development.
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### Known limitation of the RNG-only file checksum (accepted)
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An RNG-only checksum only catches divergences that change **how much randomness is consumed**
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(wave composition, recipe rolls, scrap). Float or iteration drift that does **not** alter RNG
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draw counts passes the checksum undetected. This is acceptable for same-binary Windows replay
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(no float drift expected on an identical binary; the checksum's real job there is catching
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determinism *bugs*). When cross-platform replay becomes a goal, the **file** hash must be
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expanded to include entity state.
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## Cross-platform: Windows-first, portable by construction
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The replay file is platform-neutral data; `std::mt19937` is bit-identical across platforms, so
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RNG is not a cross-platform problem. The only real cross-platform issue is **floating-point
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reproducibility** — the sim does heavy `QVector2D` float math, and a 1-ULP difference (compiler
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/ CPU / SIMD / FMA contraction) can flip an in-range comparison and cascade into different ship
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behavior (the classic lockstep-RTS problem).
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Decision: **Windows-only first**, but make the later swap cheap and bounded by, from day one:
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- a **per-period state checksum** in the file (above), and
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- a **build/version + config-hash identity tag** in the header.
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Then cross-platform later is a contained float-hardening pass (`/fp:strict`, no FMA contraction,
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possibly fixed-point positions) guided by the checksums — **not** a redesign of the
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command-replay architecture.
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Note: even a new Windows *build* of the game can desync old replays for the same float reasons,
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so the version tag + "warn on mismatch" is needed regardless of cross-platform ambitions.
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## Seed and config
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- **Seed:** a **random** seed is generated at the start of each run, **outside** the sim (e.g.
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`std::random_device` in `main`/reset), so the `Simulation` stays a pure function of
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`(seed, config, commands)`. The seed is written to the replay header.
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- **Config:** the header stores a **config hash** (not a full config snapshot). On playback the
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current config is hashed and compared; a mismatch warns/refuses. The hash is taken over the
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actually-loaded config (so editing config files and restarting yields a new, consistent
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replay).
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## File format: line-oriented append-friendly text
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Non-binary, chosen for readability and crash-safety. Size is a non-issue: the command log is
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sparse (only ticks with a player action), so even a multi-hour game is tens of KB in any text
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format.
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- A small keyed/header section: seed, config hash, build/version, start timestamp.
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- One line per command, e.g. `1234 place miner 3 5 E`.
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- Periodic checksum lines interleaved, e.g. `# checksum 9000 a1b2c3...`.
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Why line-oriented text:
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- **Append-friendly** — the recorder stream-appends as the game runs, so a crash does not lose
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the replay (a crash is exactly when you would want it). A format that must be rewritten/closed
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as a whole is rejected for this reason.
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- **No new dependency** — the project has no JSON lib; toml++ is parse-oriented and clunky for a
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long event stream (fine for the header, awkward as an array-of-tables of thousands of
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entries).
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- Greppable, diffable, tiny.
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- Aligns with the project's existing text-serialization idiom (`BlueprintSerializer`,
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`ShipLayoutBlueprintSerializer`).
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## Recording lifecycle
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- **Record every run.** A new replay file is created at `Simulation` construction and at each
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`reset()`.
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- **Restart is a boundary.** Restart (escape menu → restart, which reloads config and resets)
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closes the current file and opens a new one with a fresh seed and header. One replay file =
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one contiguous run from tick 0 to game-over/quit.
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- **Retention: keep everything.** Files live in the existing `data/` directory, named by
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timestamp + seed. (No automatic pruning for now.)
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## Playback
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Launched via a command-line argument, e.g. `DotaFactory.exe --replay <file>`.
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`main` for the `--replay` path:
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1. Read the header → validate config hash and build/version (warn on mismatch).
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2. Construct the `Simulation` from the recorded seed + config.
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3. Construct the `CommandManager` in **Replay mode**, **pre-filled** with the whole command list
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from the file. (Pre-fill memory is trivial; streaming-read is a later optimization if files
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ever get huge — not needed now.)
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4. Run the driver in replay mode: each frame, drain commands due at the reached tick (same drain
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path as live), step ticks, compare checksums.
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### Replay mode rules
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Reframe: the schematic-choice modal is **an input source** (the device that produces an
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`ApplySchematicChoice` command in live play), exactly like the mouse. Replay's single rule is
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"**disable live input sources**", which the modal falls under.
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- **`CommandManager` in replay mode:** `addCommand` is a no-op; the queue is pre-filled from the
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file. Live input therefore produces nothing.
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- **Only two reactions need explicit gating** — the sim-state *polls* in `onFrame` that emit
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`SchematicChoicesAvailableEvent` and `GameOverEvent`. In replay these polls do not run, so no
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modal opens, no auto-pause occurs, and there is no deadlock against the recorded command.
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- **Everything else falls away for free** because it is click-driven, not sim-state-driven: the
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recipe dialog (`RecipeSelectionRequestedEvent`), ship-layout dialog
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(`LayoutDialogRequestedEvent`), and escape menu are all triggered by player input, which is
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disabled — so they never open and need no special handling.
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- **Schematic choice still resolves with no UI:** the sim regenerates identical choices
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deterministically (same seed + prior commands), and the pre-filled `ApplySchematicChoice`
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applies itself at its recorded tick through the normal drain path. The tick-tag invariant
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places it correctly relative to when the choices became pending, in both record and replay.
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- **Game-over is replaced, not just suppressed:** instead of the live restart/quit dialog,
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playback detects the end condition (command stream exhausted / recorded game-over reached) and
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stops, showing a passive "replay ended" state.
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- **Kept in replay:** the renderer/view and **manual game-speed selection** (including pause /
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0× and fast-forward via high speed). Playback only ever moves forward.
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## Future direction (informs the design, not built now)
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Save/load and (deterministic lockstep) multiplayer are wanted later. The command bus is the
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shared foundation; two cheap shaping decisions now keep that path open:
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1. **Each command carries a source/player id** (always "player 0" in single-player). Lockstep
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multiplayer is just commands from multiple sources merged into one ordered stream.
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2. **Commands are applied at a defined tick boundary** (already required for replay). Multiplayer
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schedules them a few ticks in the future to hide latency; single-player uses the next drain.
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Implications to note:
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- Multiplayer makes cross-platform float determinism mandatory and promotes the checksum to
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load-bearing desync-detection (rather than a test aid) — reinforcing doing the checksum now.
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- **Save/load** is the one feature that needs a *different* mechanism: either "replay to current
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tick" on load (reuses 100% of replay machinery; load time grows with game length, though
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fast-forward usually replays hours in seconds), or a full **state-snapshot serializer**
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(EnTT registry + belts + buildings + scalars). The snapshot serializer is also what
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backward-seek/scrubbing would need. Building the command bus now does not block adding it
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later; it is explicitly out of scope here.
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## Summary of decisions
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- Approach: **A — deterministic command-replay** (re-simulation), no snapshots.
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- Scope: **view-only** playback + **manual speed selection**; launched via CLI argument.
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- Commands: **base class + derived types**, routed through a dedicated `CommandManager` queue
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and a single `Simulation::apply` chokepoint; sim mutators made non-public to **enforce** the
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chokepoint. UI fan-in still uses `EventManager`.
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- Timing: queue **drained once per frame before the tick batch**, whole queue FIFO, each command
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tick-tagged; **build-while-paused preserved**.
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- Determinism: **RNG-state checksum** in the file every **30 ticks + after each command**;
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**full-state per-tick hashing** in the Catch2 double-run test. Known RNG-only blind spot
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accepted for now.
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- Platform: **Windows-first**; file format + version/config-hash make a later cross-platform
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pass contained.
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- Seed: **random**, generated outside the sim, written to the header.
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- Config: **config hash** in the header, validated on playback.
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- File: **line-oriented append-friendly text**, kept in `data/`, **one file per run**,
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**retain everything**.
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- Restart: **a boundary** — new file, new seed.
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- Replay mode: `CommandManager` `addCommand` is a no-op + pre-filled; gate the two sim-state
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polls (schematic choices, game-over); passive "replay ended" instead of the game-over dialog;
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keep view + speed.
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## Implementation plan
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Ordered to de-risk: prove determinism first, then build the command path, then recording, then
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playback. Each phase is independently testable and leaves the game in a working state. Phases
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0 → 1 → 2 → 3 are strictly sequential; Phase 4 tests can start as soon as their subject exists.
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### Phase 0 — Determinism foundation & verification (no replay yet)
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The whole feature rests on a deterministic sim, so prove that before building on it.
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- Add a `mt19937` state **fingerprint** (fold its serialized state into a 64-bit value).
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- Add a **full-state checksum** path (positions, HP, velocities, belt items, building buffers,
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scalars), used by tests; each subsystem contributes via its own `appendChecksum(Hasher&)` so
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no state knowledge is duplicated.
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- Add a Catch2 **double-run determinism test**: run a scripted sequence twice from the same
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seed, assert per-tick **full-state** checksums match.
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- **Files:** new `lib/sim` checksum helper; small additions to `Simulation`, `BeltSystem`,
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`BuildingSystem`, ECS state; new test.
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- **Exit criteria:** the double-run test passes. If it fails, fix the nondeterminism here before
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proceeding.
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### Phase 1 — Command model + enforced chokepoint (no recording yet)
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Reshape mutations to flow through one path; behaviour unchanged.
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- Define `Command` base + derived types (`PlaceBuilding`, `Demolish`, `RotateInPlace`,
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`SetRecipe`, `SetShipLayout`, `SetSplitterFilters`, `ClearBeltTiles`, `ApplySchematicChoice`,
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`Reset`) in `lib`. Each carries a source/player id (always 0 now) for the future-multiplayer
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shape.
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- Add `CommandManager` (FIFO queue, drain) in `lib`, holding a `Simulation&`.
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- Add `Simulation::apply(const Command&)` dispatching to the existing mutators; then **make
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those mutators non-public** so `apply` is the only entry — compile-enforces the completeness
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invariant.
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- Wire the drain: in `GameWorldView::onFrame`, call `CommandManager::drain()` **once per frame,
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before** the tick batch; tag each command with the current completed-tick count.
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- Refactor every UI mutation site to **emit a single `CommandRequestedEvent`** (carrying a
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`shared_ptr<Command>`) via the existing `EventManager`; one dispatcher subscribes and enqueues
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onto `CommandManager`.
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- **Files:** new `lib` command + `CommandManager`; `Simulation.h/.cpp`; call sites in
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`GameWorldView.cpp`, `MainWindow.cpp`, `SelectedBuildingPanel.cpp`; new dispatcher in
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`ui`/`app`.
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- **Exit criteria:** game plays identically (including build-while-paused), determinism test
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still passes, no widget can call a sim mutator directly (won't compile).
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### Phase 2 — Recording
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- Implement the **line-oriented append writer**: header (seed, config hash, build/version,
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timestamp) + one line per command + checksum lines.
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- Generate a **random seed outside the sim** (in `main`/reset), write to header.
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- Compute the **config hash** over the loaded config.
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- Hook the **recorder at the apply chokepoint** in `CommandManager::drain()`: append each command
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(tick-tagged), append an **RNG checksum after every command** and **every 30 ticks**.
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- **Lifecycle:** open a new file on `Simulation` construction and on each `reset()` (restart =
|
||||
boundary); store in `data/`, named by timestamp+seed; retain everything.
|
||||
- **Files:** new replay writer in `lib`; `main.cpp` (seed), config hash helper;
|
||||
`CommandManager`/`Simulation` for the tick checksum hook.
|
||||
- **Exit criteria:** every run produces a well-formed, growing replay file; a crash mid-run still
|
||||
leaves a valid partial file.
|
||||
|
||||
### Phase 3 — Playback
|
||||
|
||||
- Implement the **reader/parser** for the format (header + commands + checksums).
|
||||
- Add the `--replay <file>` CLI path in `main`: validate config hash + version (warn on
|
||||
mismatch), construct `Simulation` from seed+config, construct `CommandManager` in **replay
|
||||
mode** (pre-filled, `addCommand` is a no-op).
|
||||
- Replay driver: each frame, drain commands due at the reached tick (same drain path), step
|
||||
ticks, **keep manual speed/pause**, playback only moves forward.
|
||||
- **Gate the two `onFrame` polls** (schematic-choices, game-over) off in replay mode; everything
|
||||
else (recipe/layout dialogs, escape menu) is input-driven and falls away automatically.
|
||||
- **Desync detection:** recompute the RNG checksum at each checkpoint, compare to the file,
|
||||
report "desync at tick N" on mismatch.
|
||||
- **Passive end:** when the command stream is exhausted / recorded game-over is reached, stop
|
||||
with a "replay ended" overlay instead of the restart dialog.
|
||||
- **Files:** new reader in `lib`; `main.cpp`; `CommandManager` (replay mode); `GameWorldView.cpp`
|
||||
(poll gating, end overlay).
|
||||
- **Exit criteria:** a recorded file plays back identically; checksums match throughout.
|
||||
|
||||
### Phase 4 — Closing tests & polish
|
||||
|
||||
- **Round-trip test:** serialize → parse → assert command equality.
|
||||
- **Replay-equivalence test (headless):** record a scripted run, play it back through the same
|
||||
`lib` path, assert per-tick checksums match end-to-end — the real proof, no UI needed.
|
||||
- Mismatch-warning UX, end-of-replay overlay polish.
|
||||
|
||||
### Notes
|
||||
|
||||
- Phase 1 is the largest (the mutation-site refactor); Phase 0 is the riskiest (it may surface
|
||||
latent nondeterminism that must be fixed first).
|
||||
- Still deferred (per this design): snapshots, save/load, backward-seek, cross-platform float
|
||||
hardening, expanding the file checksum beyond RNG.
|
||||
Reference in New Issue
Block a user