Consolidate project documentation and attribution

Add public-alias credits and a tested in-game credits page, centralize project guidance and asset provenance, import the complete authored fur channel maps, and keep starter-island collision synchronized with imported props.
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Alexander Sellite 2026-08-12 22:12:11 -04:00
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# Development reference
This is the authoritative reference for NETfishing architecture, engineering
decisions, content policy, authoring, and validation.
## Architecture
### Composition
`main/main.tscn` is the application composition root. It owns long-lived
services, the active world, player container, save/settings managers, and the
pixelated UI viewport. Services are scene-owned rather than global autoloads,
which makes their dependencies visible in the main scene and allows focused
tests to instantiate the same composition.
The main script coordinates title, session, world, and UI lifecycle. Domain
logic remains in typed resources and services rather than being stored solely
in controls.
### Domain boundaries
- `fish/` defines species, availability, catches, pools, quality, and selection.
- `fishing/` owns cast/chase state and resolves authoritative fishing surfaces.
- `inventory/`, `items/`, `economy/`, `progression/`, and `jobs/` own persistent
player-facing game state.
- `world/` owns authored map composition and presentation. Water type is a
shared typed definition used by water bodies, fish habitat, fishing
validation, Logbook classification, and saltwater shoreline presentation.
- `ui/` observes and invokes domain services. It does not define stable item or
fish identity.
Resource files (`.tres`) are authored data. Stable IDs, not display names or
node names, connect persistent and networked state to that data.
### Networking and authority
`NetworkSession` owns ENet session lifecycle and peer registration. Dedicated
network services validate and replicate bounded domains such as fishing,
sales, shops, item use, profiles, jobs, mail, chat, drawings, time, and weather.
`DiscoveryClient` is an optional directory layer beside `NetworkSession`. An
open host may publish a short-lived room lease, and the shared Join Game page
may browse compatible leases before handing the selected address back to the
existing direct ENet connection flow. The directory does not carry gameplay
traffic or become a gameplay authority. Its base URL comes from
`network/discovery/base_url`, with `NETFISHING_DISCOVERY_URL` available as a
development/deployment override.
The host is authoritative. Clients submit requests or evidence; the host
derives trusted context from registered peers, authoritative regions, and
server-owned state before mutating inventory, wallet, progression, or shared
world state. Private single-player uses the same host path. Client evidence is
bounded and reconstructed where possible; UI activation is never proof that a
server-side mutation succeeded.
Moderation follows the same boundary. Player hosts may grant session-scoped
operator status to an authenticated identity. Dedicated servers derive
operators from their configured fingerprint allowlist. Operator status is
replicated for presentation, but kick, ban, unban, and artwork-reset requests
are always reauthorized against the authenticated sender by the host. Only a
player host can grant or revoke operators; operators cannot moderate the host
or another operator.
Protocol compatibility is defined in `network/network_protocol.gd`. A visible
release version is not a reason to change the protocol number.
### Persistence and stable identifiers
`PlayerDataRoot` selects and validates a portable data root. Stores receive
paths from that owner rather than inventing unrelated locations. Progression is
written by `PlayerSaveManager`; device settings and social/identity stores have
separate formats and lifecycles.
Save migrations are sequential and explicit. Existing catches and ownership
are keyed by stable IDs so authored metadata can evolve without rewriting
historical records. Current source constants—not documentation—are
authoritative for format versions.
Repository-owned resources are authoritative authored data. Persistent and
networked records refer to stable IDs; display names, filenames, node names,
coordinates, and pool names are not compatibility identifiers. Cross-domain
concepts such as water type use one typed definition. Removing or changing a
stable ID requires an explicit compatibility plan.
### Presentation
Gameplay is rendered in 3D with the GL Compatibility renderer. The main UI is
presented through a uniformly scaled SubViewport. Shared UI components and
palette resources prevent page-specific geometry and style drift.
World presentation systems (time/weather visuals, procedural sky and water,
shoreline ribbons, player blob shadows) do not own gameplay collision or
network authority. Generated shoreline meshes are deterministic presentation
resources baked from explicitly configured static terrain.
### Engineering consequences
- Shared mutations must behave consistently for private hosts, open hosts,
dedicated servers, and joined clients.
- Networking changes require local-host and paired host/client validation.
- Protocol payloads and rejection cleanup are explicit and bounded.
- Renaming visible UI does not require a save migration.
- Content validation covers stable-ID uniqueness, catalog completeness, pool
membership, and typed habitat compatibility.
- New authored assets require provenance records as well as resource
references.
## Content and balance
Balance is authored data and should change deliberately. Exact current values
remain authoritative in `.tres` resources and typed scripts.
### Fish
- Stable fish IDs and catalog numbers must not be changed for display cleanup.
- Species availability may constrain water type, time, weather, bait, and
other authored context.
- Location pools control selection weight; the global catalog remains
comprehensive.
- Freshwater and saltwater habitat is validated by the host in addition to
pool membership.
- Value, rarity, quality, weight ranges, and authored barrier-health bands
should be reviewed together because they affect economy and catch
difficulty.
### Economy and progression
- Sales and purchases are host-authoritative and must mutate inventory and
wallet exactly once.
- Reserved assets are rejected atomically; mixed valid and reserved batches
must not partially succeed.
- Item effects, shop prices, cooler capacity, fishing upgrades, jobs, and
experience are separate balance axes. Avoid changing several in an
unrelated presentation pass.
Record affected stable IDs and resource paths, old and new values, intended
player-facing outcome, interactions with quality/availability/economy,
deterministic validation, and save-compatibility impact with each balance
change. Do not bump a save schema or network protocol merely because an
authored number changed.
## Authoring
### World composition
The active test world uses the canonical starter island through
`world/regions/starter_island_region.tscn`.
`world/test_world.tscn` owns the gameplay-wide environment, sun, world bounds,
and below-world failsafe. `StarterIslandRegion` owns the placed island content:
```text
StarterIslandRegion
├── Terrain
│ ├── Visual
│ └── Collision
├── WaterBodies
│ ├── Pond
│ │ ├── VisualWater
│ │ ├── FishingRegion
│ │ └── RecoveryRegion
│ └── Ocean
│ ├── VisualWater
│ ├── FishingRegions
│ └── RecoveryRegions
├── PlayerSpawn
├── SafeRespawns
└── Interactables
├── FishingShopWorld
└── PelicanCoolerPerch
```
Move a meaningful feature root rather than one of its implementation children.
Child transforms are local offsets owned by that feature.
Every fishable region authors its `water_type` explicitly. The starter pond is
`FRESH_WATER`; the starter coast is `SALT_WATER`. Fish species use the same
central type through an allowed-water-type bitmask. Do not infer habitat from
node names, pool filenames, coordinates, or water height.
Select `WaterBodies/Pond` to move or resize the pond. Its transform is the
authoritative surface position; surface size and fishing/recovery coverage are
owned together. Select `WaterBodies/Ocean` to move the surrounding water as one
feature. Its explicit visual, fishing, and recovery lobes remain local to that
root.
Placed-feature ownership:
- `PlayerSpawn` defines the initial player transform and facing.
- `SafeRespawns` contains authoritative recovery destinations. Recovery
preserves current facing.
- `Interactables/FishingShopWorld` owns the shop visual, collision, interaction
area, prompt, and entrance marker.
- `Interactables/PelicanCoolerPerch` owns the Pelican landmark visual; selling
remains a Cooler action.
- `Terrain` owns imported visuals and generated collision.
- `BelowWorldFailsafe/Coverage` owns below-world recovery coverage.
The starter-island GLB hierarchy is the terrain-collision authority. The
region rebuilds one concave collision shape from every imported
`MeshInstance3D` when it loads, so newly exported terrain and props participate
without a separate stale collision bake. Keep purely decorative meshes out of
that hierarchy if they should not block players.
The active `Environment`, `Sun`, and starter-island grass material remain
Inspector-authored and are not recreated by runtime scripts.
### Reusable world props
Use one placed `WorldProp` root for a complete landmark:
```text
WorldProp
├── Visual
└── Collision
└── CollisionShape3D
```
Put optional interaction areas, labels, and markers beneath the same root.
Instance imported GLB content under `Visual` and keep gameplay collision under
`Collision`. Author reusable assets at scale `(1, 1, 1)`. Uniform provisional
root scaling is acceptable when visual and collision scale together; avoid
non-uniform root scaling. Make mutable per-instance shapes, meshes, and
materials local to the scene.
### Shoreline tide ribbons
Maps using generated tide ribbons own a `ShorelineRibbonBaker` and one
`ShorelineRibbonConfig` per water body. Each configuration selects only its
static terrain source, water height, generation bounds, water-facing reference,
smoothing overrides, and generated `.tres` path. Props, players, bobbers, and
gameplay areas are not scanned unless selected explicitly. Only `SALT_WATER`
bodies generate ribbons.
In the editor, select the baker and press **Rebuild Shoreline Ribbons**. The
equivalent validation command is:
```sh
godot --headless --path . --script scripts/bake_shoreline_ribbons.gd
```
Use `debug_path_stage` only while comparing extraction stages and leave it Off
in committed scenes. Rebuild when saltwater terrain at the waterline, water
height, or generation bounds change. Normal gameplay loads committed generated
meshes and never runs extraction.
### Facial-feature textures
Put new PNGs under the matching directory in
`art/exported/characters/faces/`:
```text
eyes/<id>.png
noses/<id>.png
mouth/<id>.png
```
The category directory is authoritative. A category prefix is optional, so
both `sleepy.png` and `eyes_sleepy.png` produce the stable option ID `sleepy`.
Filenames normalize to lowercase snake_case and are stored in appearance
snapshots, so do not casually rename them. Preserve the established RGBA
transparent canvas. Restart a development build after adding an image; rebuild
exports to package new `res://` files.
### Bubble menus
Instance `ui/components/bubble_menu/bubble_button.tscn` for each action, or
attach `bubble_button.gd` to an existing button. Author neutral size, desktop
and compact anchors, font-size limits, and deterministic motion in the
Inspector. A label child may be assigned with `label_control_path`.
Place buttons under a Control using `bubble_cluster.gd`, pass ordered button
references to `configure()`, and call `apply_layout()` when available size or
responsive layout changes. Order defines keyboard/controller focus neighbors.
The shared profile owns palette, styles, proportional-font ratio, hover
response, and contact tuning. Parent menus own labels, actions, anchors,
availability, and confirmation behavior.
`motion_scale = 0.0` disables idle drift/deformation while preserving hover and
focus feedback. Contact correction is deterministic and bounded; do not replace
it with physics that destabilizes layout, focus order, or hit targets.
## Validation
Tests are executable Godot `SceneTree` scripts. Some are pure content/domain
checks, some instantiate the main scene, and multiplayer checks run paired host
and client processes on loopback. The repository runner provides isolation and
consistent entry points.
### Consolidated runner
```sh
scripts/run_validations.sh quick
scripts/run_validations.sh full
scripts/run_validations.sh host
scripts/run_validations.sh network
scripts/run_validations.sh all
scripts/run_validations.sh --list
```
- `quick` runs deterministic content and domain checks.
- `full` adds socket-free scene/runtime checks.
- `host` runs single-process authority checks that bind local UDP.
- `network` runs loopback host/client pairs.
- `all` runs `full`, `host`, and `network`.
Set `GODOT_BIN` to select an executable and `TEST_TIMEOUT_SECONDS` to change
the per-process timeout. The runner isolates and removes XDG roots.
For one focused test:
```sh
test_root="$(mktemp -d)"
XDG_DATA_HOME="$test_root/data" \
XDG_CONFIG_HOME="$test_root/config" \
godot --headless --path . --script tests/fish_catalog_content_validation.gd
rm -rf -- "$test_root"
```
Do not point `NETFISHING_DATA_DIR` at an arbitrary empty directory; it is an
explicit portable-data override and must identify a valid data root.
Headless tests cannot prove visual alignment, mouse routing, shader appearance,
controller feel, or resize behavior. Presentation changes require graphical
review at the canonical 1280×720 layout and relevant low/high and ultrawide
resolutions.
Network tests require free loopback UDP ports and local-socket permission. A
release audit additionally requires clean Git/tag verification, editor import,
platform exports, executable smoke tests, archive inspection, and SHA-256
verification; those checks are intentionally outside the development runner.