| Commit message (Collapse) | Author | Age | Files | Lines |
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frames, vision+white-block OK)
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(build/tests/determinism green), no dispatch
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no dispatch
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(build/tests/determinism green), no dispatch
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(build/tests/determinism green), no dispatch
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regenerated + vision recheck, no dispatch
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(source_commit=1b0724d unsigned), P31 evidence recheck; no dispatch
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all green), no new dispatch (writer quota unavailable)
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profession system P-a..d complete
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dispatched, no merge this tick
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P31)
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Change points, evidence commands, frozen gates restated: kernel 119 /
desktop 160 green, digest 953775FAEB2F unchanged, 64x48/256x192 checksums
pinned, M3 files untouched; art/ evidence kept out of the repo.
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- Task panel (T key): a storyline row per occupation, e.g. ju-qing-xian:
shui-wei-yu-shou-cheng, zou-fang-zhong (line name + stage name); absent
for occupation-free saves.
- Occupation select page: minimal hint line showing the selected
occupation's storyline name.
- Evidence hook LV_STORY_SHOT=1 (+LV_STORY_OCCUPATION, LV_STORY_STAGE):
boots a real world through the standard bootstrap, advances the story
via the real dialogue pipeline (chooseDialogueWith bias + Story.onDialogue
+ StoryAnnal append), opens the task panel and saves one back-buffer
frame, then exits. 4 Xvfb shots (farmer/fisher/peddler/scholar) captured
under art/ (gitignored, not committed).
- 4 new desktop tests (156 -> 160): panel storyline lines, bias + story
advance through M5Interaction, no-occupation path stays story-free.
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- Sim.AnnalKind gains StoryAnnal (summary lives in the existing Summary
field); WorldSave v3 serializes it with the new 'story' token. v1/v2
saves never contain the token and stay byte-identical; v3 save -> load
-> save roundtrips byte-for-byte (tested).
- Occupation.Story.identitySummaryOf: plain chronicle-style identity line
written to the yearbook at game start (design section 3), e.g. yi-da-yu-wei-sheng.
- Desktop: story summaries render in the chronicle panel; StartNewGame
appends the identity annal; chooseIntent now routes responses through
Occupation.biasResponse and advances the storyline (one stage per
player dialogue) with the summary appended as a StoryAnnal.
- M5View gains Seed (world seed source for the story start-day hash).
- Chinese copy synced into requiredUiLabels; cjk-glyphs.txt +
CjkGlyphAtlas.characterTable extended 238 -> 307 glyphs (384x480),
atlas regenerated with the deterministic script.
- 4 new kernel tests (115 -> 119); performance digest unchanged.
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- Occupation.Story: three-segment arc per occupation (accept task -> visit
households -> conclude), driven one stage per player dialogue with day
gates derived from the same splitmix pattern as the daily task pool
(start day = hash(seed ^ storySeed, day 0) mod 3 + 2, range [2,4]).
- relationMeanToPlayer: decayed valence mean over acquainted NPCs only
(same decay formula as Sim.relationMatrix); no acquaintances = 0.
- Three endings (warm/plain/distant) chosen by deterministic thresholds
(>=0.3 / >=0.0 / <0); ending text is fixed at the concluding dialogue.
- onDialogue returns (state, summary text option) for the caller to write
into the yearbook; StoryStage itself is unchanged (0..3) and already
roundtrips through the existing v3 occupation segment.
- 14 new kernel tests (101 -> 115); performance digest unchanged.
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- Occupation.biasResponse: deterministic pure remap over Sim.responseFor;
no occupation = byte-identical pass-through (all intents x personalities).
farmer AskHelp Refused->Helpful; fisher SmallTalk Reserved->Friendly;
peddler SmallTalk Reserved->Bargaining; scholar Joke fully overridden to
Reserved (documented total-override semantics, opposite of personality).
- Sim.responseFor made public (same pure function, reused as the base path).
- Sim.chooseDialogueWith: extracted body of chooseDialogue with an injectable
respond function; chooseDialogue keeps identity semantics unchanged.
- Sim.appendAnnal made public for the upcoming story annal writes.
- 9 new kernel tests (92 -> 101); performance digest unchanged.
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gate closed
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复验通过 92/156, digest PASS)
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- MapGen(仅大图尺寸自适应分支,默认 64x48/256x192 不进入、不消费额外 RNG):
① ExtraRiversideHouses 16 -> 30,组团 2-5 座;含基础岸屋的路段优先布组并为每座孤立
基础民居贴格配对,placeGroup 试排后按「与既有/同组民居足迹间隙 <=2」过滤,孤立单屋不落地。
512 seed4242:组团民居 24 -> 45,规模 [5;4x6;3x2;2x3],0 组 <2 座。
② 新增 GroundTile.PaddyField=4/VegetablePlot=5(成熟 tile;非水可通行)+ Result.Groves
(纯视觉)+ Result.Farmhouses(门贴院落路、计入 BFS);18x14 确定性网格铺田块/树丛/农舍,
离水 >=3 格、避开路网/核心/民居。草地瓦片 96.3% -> 83.9%,水田 11595 + 菜畦 12877 格。
③ Result.MainRoadCenter 逐列中心线,value noise(scale 130、幅度 ±3)确定性缓弯,
相邻列步长 <=1、遇弯补格保证 4 连通;默认图主街仍笔直。
- VillageArt:水田/菜畦/树丛/农舍渲染(复用成熟 sprite 与同一立面纯函数)、农舍门窗计入夜光、
新增 drawMapRegion 局部真实离屏渲染。
- Game:P30 证据钩子 LV_MAPGEN_P30_SHOT=1(整图 3072x2304 day/night + 田块/主路 512x256@4px)。
- 回归 +5:组团规模/空区填充/田块合规/农舍可达确定性/主路确定性弯曲。
Kernel 92 / Desktop 156 全绿;Release 0 警告 0 错误;
final_digest=953775FAEB2F… 3 次一致、performance_determinism=PASS;
64x48=6042052、256x192=1284656962 锁定不变。
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ses_f38ab2ab4, M3 16/30
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二次衰减/桥头与门窗 halo)— Hermes 复验通过
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- MapGen:仅大图新增 ClusterSeed(group seeding)与组团布屋——512 沿横向石板路
(主街+河岸路)成排成组:组内 2-4 座/1 格间隙、组间 4-6 格空档,宽度 2/3/4 分层;
垂柳改为确定性成丛(2-3 株/丛、丛间 3-5 格空档)。独立 clusterRng 不触碰
structureRng,默认图仍不消费 RNG,64x48=6042052 / 256x192=1284656962 锁定不变。
- VillageArt:新增 lanternFalloff(二次 1-(d/r)^2,半径 0 处最大、边缘 0、严格单调无平台);
lanternGlowLayers 按该衰减逐环累积 alpha;drawNightGlows 对桥头灯笼+民居门窗画半径
4 tile 的柔和径向光晕,整图取证与实机 DrawWorldView 共用同一套纯函数。
- 回归 +6:组团行/成丛/衰减/光源确定性;Desktop 151、Kernel 92 全绿,Release 0/0,
final_digest=953775FAEB2F… 3 次一致。证据帧见 art/p29-*。
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candidates, M3 12/30
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沿河加密(青灰挑檐B/竖长格栅窗/绿院门,2/3/4 宽分层 16 座外环)— Hermes 复验通过
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checksum)
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- 直接解码 world 图集 slot 8/28 平均亮度,防配色差异被回退抹平
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- LV_MAPGEN_NIGHT=1 时整图按 23:30 的 WorldTint 与 golden/moonlight veil 渲染
- RenderMapGen 参数化 tint/veil tick,与 DrawWorldView 共用同一套纯函数
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- LV_MAPGEN_FIT_WIDTH/HEIGHT 额外渲染整图到指定像素目标(1024x768 -> 恰 2px/tile)
- 仅取证模式触发,不进入正常游戏循环
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- ExtraRiversideHouses 10 -> 16(沿河 +6 座),宽度加权 2/3/4 形成聚落层次
- 仅 large 分支执行、默认图不消耗 RNG:64x48=6042052、256x192=1284656962 锁定不变
- 新增 LargeMapHouseDensityHierarchyOnlyGrowsLargeMaps 回归
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民居第二变体强化配色与轮廓(青灰挑檐色阶 + 竖长格栅窗 + 绿院门)
- make-jiangnan-art.py slot 28/29/30:B 变体改用亮青灰瓦色阶、竖长木格栅窗、绿双扇院门
- VillageArt 变体 B 渲染:挑檐多叠一层、向两侧各出一格(水面之上不叠),墙身统一格栅窗
- 仅绘制分支,瓦片/可达性零改动
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launched, P28 dispatched
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rumor-bench)— Hermes 复验通过
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补 P27 修复策略(扫描去装箱 + 裁剪判定 O(1))、修复前后基准对照
(60 天 alloc -64%、ms -28%)、retained_id_checksum 前后一致、
5 天双跑 WorldSave 逐字节相同、digest/PASS 与 Kernel 92/Desktop 143 门槛;
并记录全模拟 --cost-probe 基本持平的原因(逐 tick NPC 快照分配主导,
谣言子系统占比小,留给后续单)。已验证命令补 --rumor-bench。
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两条互相独立、均不改变保留集合与查询结果的优化:
1) 扫描去装箱:latestRumorFor / rumorIsDuplicate 用 `=` 比较 [<Struct>] 的
NpcId/RumorId(含 RumorId option)会走泛型结构相等并逐条装箱(实测 ~24 B/条,
Sim.chat 单独测得 N=16000 时 393,736 B/次、随 N 线性)。改为先解构底层
int/int64 再比较;Parent 用 int64 option 比较替代 RumorId option 结构相等。
语义完全等价,扫描不再逐条分配。
2) 裁剪判定 O(1):World 新增派生镜像 RumorCount/RumorOldestDay(不参与存档,
读档由列表经 rumorWorkingSetStats 重建)。appendRumor 用「count+1>capacity
或 min(oldest,day)<cutoff」O(1) 判定,仅真需裁剪时才走 trimRumors;旧 consRumor
每次追加都 rumorsNeedTrim 全表扫一遍。条件与 needTrim 逐字等价,保留集合相同。
等价性验证:5 天 2000 聊天/天跑两遍 WorldSave.save 逐字节相同,
RumorCount/RumorOldestDay 与对列表重算一致(count=8000、oldest_day=1)。
Kernel 长跑基准 30 NPC × 2000 聊天/天(--rumor-bench D 30 2000):
days 修复前 alloc / ms 修复后 alloc / ms
3 930,716,456 / 1626.7 482,716,192 / 1511.3
30 13,419,045,864 / 12182.5 4,884,067,640 / 8879.6
60 27,297,668,608 / 23769.7 9,774,660,360 / 17078.2
60 天分配 -64%、耗时 -28%,retained_id_checksum=927964000 前后一致。
门槛:final_digest=953775FAEB2F... 三次一致、performance_determinism=PASS;
Kernel 92 / Desktop 143 全绿;--cost-probe 1/5 天 18.7s/18.8GB、90.4s/94.6GB
(全模拟分配由逐 tick NPC 快照主导,谣言子系统占比很小,故全模拟基本持平)。
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新增 Kernel 层 Rumor 长跑基准(RumorBench.fs + headless --rumor-bench
[days npcs chats_per_day]),把「聊天→生成/追溯谣言」路径从 Sim.step 的 NPC
快照分配解耦,隔离测量谣言工作集随世界年龄的分配/耗时;同 Config 的
retained_id_checksum 证明确定性。
复核 M3-1 前提:World.Rumors 已被 M6a(d94ec2d/cc850bf)按 3 天保留窗口收敛,
单日成本平稳(1/5/10 天 ≈18.7/18.1/19.8s、≈19GB/天),超线性项消失。
剩余 Rumor 成本 = 每次聊天的两条 O(N) 扫描 latestRumorFor/rumorIsDuplicate,
且 [<Struct>] NpcId/RumorId 用 = 比较会逐条装箱(Sim.chat 单独测得 N=16000
时 393,736 B/次、随 N 线性)。
修复前基准(30 NPC,--rumor-bench D 30 2000):
3d chat_calls=6000 retained=6000 alloc=930,716,456 ms=1626.7
30d chat_calls=60000 retained=8000 alloc=13,419,045,864 ms=12182.5
60d chat_calls=120000 retained=8000 alloc=27,297,668,608 ms=23769.7
(60d 工作集稳定 8000,不随年龄增长。)
docs/维护说明.md 新增 P27 小节记录上述现状与量级。不改任何模拟语义。
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双景可读)— Hermes 复验通过
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