Committed together: both streams landed in libs/game/script, so splitting them would produce two commits that don't compile. M6 — packaging and sharing - libs/zip_file gains a writer (store + deflate); real `unzip -t` validates our archives in an interop test. Packing is deterministic (fixed timestamps, sorted entries), so a package can be addressed by its own sha256 — which is what makes the registry's digest check mean anything - libs/game/pkg: .arcade format (game.splash + manifest.toml + assets), total manifest parsing (attacker bytes always yield a Manifest or an error, never a panic; non-finite numbers refused rather than defaulted), registry client that verifies sha256 INSIDE download so tampered bytes never reach the extractor - Hardened extraction: absolute paths, drive letters (C:x is absolute on Windows), UNC, backslashes, .., NUL/control chars, symlink members (via mode bits), duplicate names (the ambiguity IS the attack), declared-size caps checked before decompressing plus a post-decompress check, entry/ total/archive caps, and a post-join re-check that the resolved parent is still inside the destination — which catches a pre-existing symlink the name test cannot see. 4000-round mutation fuzz with a canary file beside the destination; a 320 MB deflate bomb under 1 MB on the wire is refused - Capability stripping rebinds fs/run/net to FRESH EMPTY OBJECTS rather than shadowing known verbs, so there is no hole the day someone adds one. Applied before the game handle is registered. Vacuity guard: an unstripped isolate genuinely reads a file, so the sandbox tests can't pass for unrelated reasons. Browser-installed games load Trust::Downloaded M7 — pretty pass - GameSun adopts draw::SceneSun (axis-converted: SceneSun is map-space y-south/z-up, games are y-up). Shaders compute hemisphere ambient + direct instead of each hardcoding its own split; defaults collapse the new formula to the old constants exactly, so unifying did not restyle existing games. write_into is the single write path — "one sun" is compiler-enforced - Projected shadow geometry: the caster's silhouette along the sun, fitted in the sun's own (u,v) frame, so it stretches as the sun swings. Nearest N casters get projection, the rest blobs; one instance in the existing alpha batch, no extra pass. 0.6us for 24 casters - Two pre-existing shadow bugs found via capture: the pipeline blends premultiplied, so unpremultiplied dark RGB ADDED light instead of removing it; and shadows were fogged, mixing them toward the bright horizon so a distant shadow came out lighter than the ground it darkened - Particles are structurally isolated from the sim: GameWorld has no particle field and step_world has no particle code — the renderer owns simulation and its own RNG. particles_never_advance_the_world_rng interleaves particle verbs with real rand() draws over 32 rounds and asserts both the RNG state and the drawn stream are identical - game.sfx_at with listener-relative gain/pan and a near-field ease so a sound at your feet doesn't flip channels; 2D verbs unchanged - apps/arcade/BUDGETS.md: measured particle/sim costs, Quest columns marked as estimates (the real particle limit is fill rate, not CPU) Tape probe BYTE_IDENTICAL. Not done: arcade has no audio backend, so positional sound is implemented and tested but not audible there yet. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1.1 KiB
MIT License
Copyright (c) [2021] [Marvin Countryman]
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