Remove tracked planning notes

This commit is contained in:
Jage9
2026-03-09 00:30:21 -04:00
parent 1eb582f730
commit 25a71e0a77
2 changed files with 0 additions and 193 deletions

92
item.md
View File

@@ -1,92 +0,0 @@
# Chat Grid Item System Plan
## Goals
- Add world items without hard-coding every new feature.
- Start with `radio_station` as the first real item type.
- Keep design compatible with future carry/use/object mechanics.
## Commands (V1)
- `A`: Add-item mode.
- Opens list of available item types.
- `Enter` places selected type on current square.
- `O`: Edit item properties on current square.
- If one item on square: open property edit mode for that item.
- If multiple items: open selector first, then property edit.
- `U`: Use item on current square (or held item if carrying one).
- If multiple usable items are available, open selector first.
- V1 behavior: implemented for `dice`; `radio_station` is configurable but not "used" yet.
- `Shift+U`: List connected users (moves old `U` users-list behavior here).
- `I`: Locate nearest item (name/type, distance, direction, coordinates).
- `Shift+I`: List items mode (nearest-first; arrows navigate; `Enter` focuses/moves, same pattern as user list).
- `D`: Carry/drop toggle.
- If not carrying: pick up one item from current square.
- If carrying: drop held item on current square.
- If multiple items exist on square, open short selector first.
- `Shift+D`: Delete item on current square.
- If multiple items, open selector first, then delete selected item.
## Add Flow Options
- Option 1: Add with required properties immediately.
- Pros: item is valid at creation time.
- Cons: slower flow due to prompts.
- Option 2: Add placeholder first, then edit with `O`. (Recommended for V1)
- Pros: faster placement, cleaner keyboard flow, scales to many item types.
- Cons: requires incomplete-item handling.
### Recommended V1 behavior
- `A` places item immediately with defaults.
- `radio_station` defaults:
- `title`: `New station`
- `params.streamUrl`: empty string (no default URL)
- `params.enabled`: `true`
- `params.volume`: `50`
- Incomplete rule:
- Item exists in world, but does not activate until required params are set.
- `O` is the standard command to complete/update params.
## Property Editor (`O`) Behavior
- `O` opens a property list for the selected item.
- Arrow keys move between properties.
- Focused property announces: property name + current value.
- `Enter` on a property starts edit mode for that value.
- For switch properties (V1: `radio_station.enabled`), `Enter` toggles directly between `on` and `off`.
- `Enter` saves value after validation.
- `Escape` exits edit mode or closes the property menu.
- Validation failures are announced and also pushed to message buffer.
## Data Model
### Global fields (all item types)
- `id`: unique item id.
- `type`: item type key (ex: `radio_station`, `dice`).
- `title`: spoken/display label.
- `x`, `y`: world position.
- `createdBy`, `createdAt`, `updatedAt`.
- `version`: schema version for migration.
- `capabilities`: list of supported actions (examples: `editable`, `carryable`, `usable`, `deletable`).
- `useSound`: optional sound path played on successful `U` use (global field, not editable in V1).
- `params`: per-type payload object.
### Per-item fields (inside `params`)
- `radio_station` (V1):
- `streamUrl` (required for playback; may be empty until configured)
- `enabled` (boolean on/off flag)
- `volume` (number `0-100`, default `50`)
- future: `filter`.
- `dice` (V1):
- `sides` (number, default `6`, range `1-100`)
- `number` (number of dice, default `2`, range `1-100`)
- `dice` (future example):
- optional future: `lastRoll`, `rollMode`, `modifier`.
## Networking and Authority
- Server-authoritative item state.
- Client sends intent packets (`add`, `pickup`, `drop`, `delete`, later `use`).
- Server validates and returns:
- success result + broadcast item state update, or
- reject result with reason (also added to message buffer).
## Why this structure
- Stable global schema with extensible `params`.
- New item types can be added without changing core item pipeline.
- Supports shared multiplayer consistency and future inventory/carry rules.

View File

@@ -1,101 +0,0 @@
# Rewrite Plan: Modern Cross-Browser Spatial Grid
## What This Code Is Today
The current code is a functional prototype: one large HTML file with tightly coupled UI/game/network/audio logic, plus a single Python signaling script. It proves the concept, but it is hard to test, hard to evolve safely, and brittle across browser differences.
At its core, the product is a realtime spatial chat grid with movement and command-driven interaction.
## Rewrite Strategy (No Backward-Compatibility Constraints)
Build a new app in parallel, then cut over once parity + quality gates pass.
V1 explicitly ships without TURN relay infrastructure.
Design the new core so future features (objects, pickups, walls, collisions, and interaction rules) can be added without architectural rework.
## Target Architecture
- `client/`: TypeScript + Vite + Canvas renderer + state store.
- `server/`: Python signaling service using `websockets` (schema-validated).
- `shared/`: Message contracts (JSON schema + generated TS types).
- `tests/`: Unit + Playwright E2E (Chromium, Firefox, WebKit).
- `docs/`: Browser compatibility matrix and ops runbook.
- Core domain model:
- world map + tile metadata (walkable/blocked/zone)
- entities (`player`, `object`, future NPC/system entities)
- actions/commands (move, rename, locate, interact, pickup, use)
- simulation rules (movement, collision, proximity effects)
## Technology Choices
- Client: TypeScript, Vite, ESLint, Prettier, Vitest.
- Realtime: WebSocket signaling + WebRTC media.
- Server runtime: Python + `websockets`.
- Validation: Zod/JSON Schema for all inbound/outbound messages.
- Deployability: Environment-based config only (no hardcoded cert paths).
- ICE for v1: STUN-only (`stun:stun.l.google.com:19302`) with robust retry and failure handling.
## Phases
### Phase 1: Parity Baseline + Browser Hardening (5-8 days)
- Scaffold monorepo structure.
- Define protocol schemas: `welcome`, `signal`, `update_position`, `update_nickname`, `user_left`.
- Implement strict server validation and structured logging.
- Rebuild current behavior with parity:
- grid render + movement + presence sync
- existing commands: `c`, `l`, `shift+l`, `u`, `n`, `m`, `escape`
- nickname flow and reconnect/disconnect behavior
- Cross-browser hardening for latest Chrome/Edge/Firefox/Safari:
- keyboard handling via `event.code`
- capability checks for `setSinkId`, `StereoPannerNode`, autoplay/permissions differences
- explicit no-TURN recovery UX and bounded retry/backoff
- Keep grid/presence functional even if voice fails on restrictive networks.
- V1 server requirements (Python-focused):
- Use Python `websockets` for signaling transport.
- Enforce strict message validation (Pydantic/JSON schema) on receive and send.
- Add structured logging and websocket behavior tests.
### Phase 2: World + Extensibility Architecture (3-5 days)
- Introduce world + entity foundation:
- tile map abstraction with collision checks
- player entity and object entity schema
- action dispatcher for current commands and future interactions
- Keep simulation pure and testable (state in, state out).
### Phase 3: Advanced Audio + WebRTC Robustness (2-4 days)
- Implement peer connection manager and retry/timeout policy.
- Build browser capability layer:
- `setSinkId` optional
- `StereoPannerNode` optional
- autoplay/promise failure handling
- Graceful degradation: if unsupported, keep grid/presence fully functional and reduce to basic audio.
- Implement explicit no-TURN recovery UX:
- Detect ICE `failed`/`disconnected` states and auto-retry with bounded backoff.
- Surface actionable status text (network-restricted, retrying, voice unavailable).
- Keep text/status + grid presence fully functional when voice cannot connect.
### Phase 4: Quality Gates (2-4 days)
- Unit tests for state, protocol, input, and audio math.
- Playwright multi-user E2E in Chromium/Firefox/WebKit.
- Add CI for lint, typecheck, unit tests, and cross-browser smoke tests.
- Add world-rule tests:
- wall collision and blocked-tile movement rejection
- object pickup/use action validation
- deterministic command outcomes
### Phase 5: Cutover (1-2 days)
- Deploy rewrite behind new route or domain.
- Run soak tests and monitor connection/error metrics.
- Decommission old prototype once stable.
## Definition of Done
- Grid + movement + presence stable in latest Chrome, Edge, Firefox, Safari.
- Audio works where supported and degrades cleanly where not.
- Zero runtime dependence on inline scripts or CDN Tailwind runtime.
- One-command local startup and passing CI.
- Known no-TURN limitation documented: some restrictive NAT/firewall networks may not establish voice.
## Post-v1 TURN Trigger
Add TURN when either condition is met:
- Voice connection failure rate exceeds agreed threshold in production telemetry.
- Target users include enterprise/school/mobile networks where relay need is expected.
## Recommended First PR
Create repo skeleton + protocol schema + server validator + parity client slice that renders grid, syncs positions, and supports current commands.
## Recommended Second PR
Add browser hardening completion (capability fallbacks, reconnect UX) and Playwright parity tests across Chromium/Firefox/WebKit.