103 lines
6.9 KiB
Markdown
103 lines
6.9 KiB
Markdown
# Dusk Engine - Status Snapshot
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This is a point-in-time inventory of the codebase's maturity, test coverage,
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and known gaps. It is not auto-maintained -- re-survey periodically (or
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whenever picking a new roadmap milestone) rather than trusting it blindly.
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See `ROADMAP.md` for the ordered feature milestones this status feeds into,
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and `CLAUDE.md` for coding conventions.
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Last surveyed: 2026-07-30, at commit `e61914ba`.
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## Core engine (`src/dusk/`)
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| Subsystem | Maturity | Notes |
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|------------|------------------------------------|-------|
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| asset | Mature, fully wired | Model loading's "async" path is actually synchronous (`assetmodelloader.h`) -- only real stub found in core. |
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| script | Mature for its current scope | Registered modules: `modulePlatform`, `moduleComponent`, `moduleEntity`, `moduleScene` only. No typed per-component JS wrappers (all components go through the generic `Component`). No unit tests. |
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| entity | Mature | Engine-level prefab lists are empty sentinels; all real prefabs live in `duskrpg`. |
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| scene | Mature | Same prefab-delegation pattern as entity. No JSON serialize/deserialize (removed by design). |
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| save | Mature, but undocumented | Slot-based, yyjson + CRC32, platform stream hooks. Not covered in `CLAUDE.md`, no tests. |
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| network | Connection-state layer only | HTTP client + connection state machine; no multiplayer/replication protocol (expected -- that's roadmap items 8-17). Not covered in `CLAUDE.md`, has HTTP tests only. |
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| physics | Mature, recently churned | Recent revert/re-disable of "old ent code" suggests component wiring around physics isn't fully settled. Well tested. |
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| animation | Early/mid-stage | Keyframes + easing only, no blend trees or state machines. Terse commit history ("ANIM") suggests still iterating. |
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| display | Most mature/battle-tested | Backbone of the engine; dominated by platform optimization commits. |
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| ui | Actively churning | Widget framework has had features added and ripped out repeatedly (story/battle UI added then removed). Rendering path is the likely root cause of roadmap item 4 (see below). No tests at all. |
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| console | Small, finished for its scope | Already has the cached-mesh optimization pattern the rest of `ui/` lacks. |
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| event | Clean, small, finished | Pub/sub, rebuilt to replace the old input system. |
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| game | Intentionally header-only | Real implementation lives in `duskrpg/game/game.c`. |
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### UI rendering performance (roadmap item 4)
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Confirmed root-cause candidate: `src/dusk/ui/debug/uiconsole.c` caches a
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persistent mesh and only rebuilds on dirty/scroll change. The rest of the
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widget framework (`uiframe.c`, `uilabel.c`, buttons, menus, settings
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screens) still goes through `spriteBatchBuffer`/`spriteBatchFlush` and
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re-uploads vertex data via `meshFlush` every frame, with a full flush
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forced on every shader/material change. This is almost certainly what
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"tanks framerate" on PSP. Fix direction: extend the console's cached-mesh
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pattern to the general widget path (rebuild only on dirty, not every
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frame).
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## Game layer (`src/duskrpg/`)
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Actively maintained, not orphaned (despite an old "remove rpg" commit deep
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in history) -- last touched the same day as this survey.
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- **cutscene/** -- actively developed, matches `CLAUDE.md`'s documented
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recipe exactly. 16 registered item types.
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- **entity/, scene/** -- overworld player/camera/interactable components
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and prefabs, active.
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- **item/** -- `item.c`/`inventory.c`/`backpack.c` built via a working
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`item.json` -> `itemdef.h` codegen pipeline. `itemgive.c/h` exist on
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disk but are explicitly excluded from the CMake build pending textbox
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UI restoration -- **that UI (`ui/textbox/`) is already restored**, so
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this looks like an overdue follow-up, not a real blocker.
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- **input/** -- headers only, no implementation. Contains the one
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genuine TODO found in the whole `duskrpg` tree: `// TODO: Wiimote, USB
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Keyboard, probably more.`
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- **ui/** -- textbox restored and built; `uitestlabel.c/h` is an
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intentional smoke-test scaffold, not dead code.
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## Platform layers
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| Platform | Status |
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|--------------|--------|
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| duskgl / dusksdl2 | Complete, shared by Linux/Knulli/PSP, no gaps found. |
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| dusklinux | Complete, well-trodden. |
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| duskpsp | Complete for current design. The historical dialog/tearing bug (see memory `project_psp_dialog_tearing` etc.) was **not fixed -- the dialog-based connect UI was removed entirely** (commit `d7982599`, "Simplified PSP network") in favor of a silent profile-based connect. Revisit if the dialog UX is still wanted. |
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| duskdolphin (GameCube/Wii) | Functional, not a stub -- real GX-based display/mesh/shader/texture. Wii input uses only the GameCube `PAD_*` library; no WPAD/Wiimote support (`inputdolphin.h` has `#error "Wii not implemented"` gated behind macros that are never defined, so currently dormant, not a live build break). `networkdolphin.c` hardcodes a static IP as an explicit temporary workaround for a suspected DHCP-related memory-corruption bug in `if_config()` -- root cause still open. |
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| vita | **Referenced by `scripts/build-vita.sh` and `docker/vita/` but no `cmake/targets/vita.cmake` exists** -- the build target is broken/unfinished at the CMake level. |
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### CI coverage gap
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`.github/workflows/test.yml` only builds+tests Linux, on PRs to `main`.
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`build.yml` builds all other platforms (PSP, Knulli, GameCube, Wii +
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ISO variants) but **only on tag push** (release time). Vita and Dolphin
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aren't in CI at all. Net effect: regressions on 4+ platforms can land
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silently until a release tag is cut.
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## Test coverage gaps
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Core `src/dusk/` subsystems with **zero** unit tests: `console`,
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`engine`, `event`, `game`, `input`, `log`, `save`, `script` (+ all JS
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module bindings), `system`, `ui` (entire widget framework).
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`src/duskrpg/` has almost no test coverage: `test/item/test_inventory.c`
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exists but **`add_subdirectory(item)` is commented out in
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`test/CMakeLists.txt`**, so even that one test never runs. `cutscene`,
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`entity`, `game`, `input`, `scene`, `ui` under `duskrpg` have no tests at
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all.
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No stale tests were found referencing deleted systems (old JSON
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serialize/deserialize, old event/cutscene modules) -- the test suite is
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internally consistent with current code, just incomplete in coverage.
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## Build/tooling gaps worth knowing about
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- `assetsraw/` -> `assets/` (chunk JSON -> `.dcf`) is a manual/editor-only
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step (`tools.asset.chunk`), not part of the CMake build -- committed
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`.dcf` files can silently drift from their raw source.
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- Several Python tool packages exist but aren't wired into any build:
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`tools/color/csv/`, `tools/asset/chunk_json/`, `tools/asset/dmf/`,
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`tools/asset/tiles/`, `tools/input/csv/`. Some may be superseded by
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`tools/color.py`/`tools/item.py`; worth a pass to confirm which are
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live vs leftover.
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