# 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/.png noses/.png mouth/.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.