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VinPropane d6ef4fd811 NEO-24: race-free target/select via optional positionHint
Followup #5: after locking alpha, walking into beta's ring, stopping and
pressing Tab could still return `out_of_range` even when client and server
agreed on position (Δ=0). The freshness-kick move-stream POST and the
target/select POST race on separate HTTP connections so the select can be
validated against a stale stored snap.

Extend TargetSelectRequest v1 with an optional positionHint {x,y,z}.
Server uses the hint for the radius check and for the echoed
targetState.validity; the hint is advisory and does not write to the
position store (move-stream stays the sole write path). Client attaches
the hint automatically whenever set_freshness_kick(...) is wired, so
headless unit tests that skip the wiring fall through to the no-hint
behavior. Freshness kick is kept in place to refresh the stored snap for
later validity GETs but is no longer load-bearing for denial correctness.

Server: 3 new tests (hint accepts when stored is stale, hint-far denies,
hint never writes to position store). Client: 1 new test asserting the
hint is in the POST body when wired. All 62 server + 96 client tests
pass.

Plan Decision 8, review follow-up #5, manual QA section 6, and NEO-23
contract notes updated. New bruno request exercises the hint path.
2026-04-21 23:52:20 -04:00
.cursor chore: require manual QA checklist per story in planning-implementation-docs rule 2026-04-21 22:21:44 -04:00
.github/workflows NS-21: fail CI if Godot logs SCRIPT ERROR during GdUnit discovery 2026-04-06 22:34:43 -04:00
.vscode chore: refine combat progression mechanics for clarity and balance 2026-04-03 19:07:15 -04:00
bruno/neon-sprawl-server NEO-24: race-free target/select via optional positionHint 2026-04-21 23:52:20 -04:00
client NEO-24: race-free target/select via optional positionHint 2026-04-21 23:52:20 -04:00
content chore: CI check for decomposition hybrid vocabulary (suggestion 4) 2026-04-03 21:29:28 -04:00
docs NEO-24: race-free target/select via optional positionHint 2026-04-21 23:52:20 -04:00
scripts chore: Fix gdlint/gdformat and harden pre-push on Windows 2026-04-11 00:01:25 -04:00
server NEO-24: race-free target/select via optional positionHint 2026-04-21 23:52:20 -04:00
.gitignore chore: gitignore VS Code machine-local settings.json 2026-04-08 22:11:31 -04:00
AGENTS.md chore: require manual QA checklist per story in planning-implementation-docs rule 2026-04-21 22:21:44 -04:00
NeonSprawl.sln NS-15 implement position state api 2026-03-29 23:08:17 -04:00
README.md chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -04:00
docker-compose.yml Update README and documentation to reflect project rebranding to "Neon Sprawl". Revise links to vision plan and adjust references in tech stack and decomposition documents. Enhance README with repository layout and instructions for running the server and client. 2026-03-29 17:23:00 -04:00
gdlintrc NEO-22: Extract WASD locomotion for gdlint max-file-lines 2026-04-17 20:13:36 -04:00
neon_sprawl_vision.plan.md chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -04:00

README.md

Neon Sprawl

Neon Sprawl is the working title for a crafting-focused sci-fi / cyberpunk MMORPG with gigs (combat roles) and open non-combat skills (solo-dev scope). Product intent and phase gates: neon_sprawl_vision.plan.md. Design axioms: it must be fun, and it must stay distinctly cyberpunk in theme (see Design axioms in the vision plan).

Tech stack (locked)

Area Choice
Client Godot 4.x (GDScript)
Game server C# / .NET 10 (ASP.NET Core), PostgreSQL, Protobuf (JSON OK for earliest spike)
Content JSON/YAML + JSON Schema in CI

Full rationale and constraints: docs/architecture/tech_stack.md.

Decomposition

Epic-level breakdown: docs/decomposition/README.md.

Git workflow

  • Documentation (Markdown under docs/, README files, neon_sprawl_vision.plan.md): work and commit directly on main.
  • Code and implementation (server/client source, Godot project, content/ data, Docker/build/CI config): use a branch, then merge to main when ready. Mixed doc + code changes follow the branch rule.

Repository layout (prototype scaffold)

Path Purpose
NeonSprawl.sln .NET solution
server/NeonSprawl.Server/ ASP.NET Core game server
client/ Godot 4.x project (import project.godot)
content/ JSON data + JSON Schema (skills/, schemas/)
docker-compose.yml Local PostgreSQL (docker compose up -d)

Run the server

cd server/NeonSprawl.Server && dotnet run

Then open http://localhost:5253/health (port from launchSettings.json).

Run Postgres locally

docker compose up -d

Connection (dev): host localhost, port 5432, database neon_sprawl, user neon_sprawl, password neon_sprawl_dev.

Run the client

Open the client/ folder in Godot 4.6 and run the main scene (see client/README.md).