|
| 1 | +{ |
| 2 | + "repo_notes": [ |
| 3 | + { |
| 4 | + "content": "" |
| 5 | + } |
| 6 | + ], |
| 7 | + "pages": [ |
| 8 | + { |
| 9 | + "title": "Overview", |
| 10 | + "purpose": "Introduce the Maple2 server project, its goals, constraints, and a high-level walkthrough of server architecture, data flow, and runtime execution", |
| 11 | + "page_notes": [ |
| 12 | + { |
| 13 | + "content": "" |
| 14 | + } |
| 15 | + ] |
| 16 | + }, |
| 17 | + { |
| 18 | + "title": "Server Architecture", |
| 19 | + "purpose": "Explain the distributed server topology and responsibility boundaries between Login, World, and Game servers", |
| 20 | + "page_notes": [ |
| 21 | + { |
| 22 | + "content": "" |
| 23 | + } |
| 24 | + ] |
| 25 | + }, |
| 26 | + { |
| 27 | + "title": "Login Server", |
| 28 | + "purpose": "Detail authentication, character creation, selection, deletion, and migration initiation", |
| 29 | + "parent": "Server Architecture", |
| 30 | + "page_notes": [ |
| 31 | + { |
| 32 | + "content": "" |
| 33 | + } |
| 34 | + ] |
| 35 | + }, |
| 36 | + { |
| 37 | + "title": "World Server", |
| 38 | + "purpose": "Explain global coordination responsibilities including migration tokens, distributed locking, player presence, and social systems", |
| 39 | + "parent": "Server Architecture", |
| 40 | + "page_notes": [ |
| 41 | + { |
| 42 | + "content": "" |
| 43 | + } |
| 44 | + ] |
| 45 | + }, |
| 46 | + { |
| 47 | + "title": "Game Server", |
| 48 | + "purpose": "Describe the game server runtime environment including session management, field instances, and real-time simulation", |
| 49 | + "parent": "Server Architecture", |
| 50 | + "page_notes": [ |
| 51 | + { |
| 52 | + "content": "" |
| 53 | + } |
| 54 | + ] |
| 55 | + }, |
| 56 | + { |
| 57 | + "title": "Networking and Migration", |
| 58 | + "purpose": "Detail packet handling, encryption, inter-server communication, and the token-based migration flow between servers", |
| 59 | + "parent": "Server Architecture", |
| 60 | + "page_notes": [ |
| 61 | + { |
| 62 | + "content": "" |
| 63 | + } |
| 64 | + ] |
| 65 | + }, |
| 66 | + { |
| 67 | + "title": "Data Pipeline", |
| 68 | + "purpose": "Explain how proprietary game assets are transformed into structured metadata and runtime-accessible data", |
| 69 | + "page_notes": [ |
| 70 | + { |
| 71 | + "content": "" |
| 72 | + } |
| 73 | + ] |
| 74 | + }, |
| 75 | + { |
| 76 | + "title": "Content Ingestion", |
| 77 | + "purpose": "Detail file parsing, type mappers, checksum-based ingestion, and database population", |
| 78 | + "parent": "Data Pipeline", |
| 79 | + "page_notes": [ |
| 80 | + { |
| 81 | + "content": "" |
| 82 | + } |
| 83 | + ] |
| 84 | + }, |
| 85 | + { |
| 86 | + "title": "Map Data Processing", |
| 87 | + "purpose": "Explain extraction of map entities, spawns, portals, triggers, and spatial metadata from XBlock files", |
| 88 | + "parent": "Data Pipeline", |
| 89 | + "page_notes": [ |
| 90 | + { |
| 91 | + "content": "" |
| 92 | + } |
| 93 | + ] |
| 94 | + }, |
| 95 | + { |
| 96 | + "title": "Metadata Storage", |
| 97 | + "purpose": "Describe metadata access patterns, lazy loading, caching strategies, and separation between static and mutable data", |
| 98 | + "parent": "Data Pipeline", |
| 99 | + "page_notes": [ |
| 100 | + { |
| 101 | + "content": "" |
| 102 | + } |
| 103 | + ] |
| 104 | + }, |
| 105 | + { |
| 106 | + "title": "Game Session", |
| 107 | + "purpose": "Describe GameSession as the authoritative per-player runtime context and coordination hub", |
| 108 | + "page_notes": [ |
| 109 | + { |
| 110 | + "content": "" |
| 111 | + } |
| 112 | + ] |
| 113 | + }, |
| 114 | + { |
| 115 | + "title": "Session Lifecycle", |
| 116 | + "purpose": "Explain session creation during migration, initialization order, and disposal and cleanup", |
| 117 | + "parent": "Game Session", |
| 118 | + "page_notes": [ |
| 119 | + { |
| 120 | + "content": "" |
| 121 | + } |
| 122 | + ] |
| 123 | + }, |
| 124 | + { |
| 125 | + "title": "Session Managers", |
| 126 | + "purpose": "Detail the manager pattern and responsibilities of core managers such as Item, Quest, Currency, Stats, Buff, and Achievement", |
| 127 | + "parent": "Game Session", |
| 128 | + "page_notes": [ |
| 129 | + { |
| 130 | + "content": "" |
| 131 | + } |
| 132 | + ] |
| 133 | + }, |
| 134 | + { |
| 135 | + "title": "Persistence and Migration", |
| 136 | + "purpose": "Explain player data persistence, migration saves, distributed locking, and cross-server consistency guarantees", |
| 137 | + "parent": "Game Session", |
| 138 | + "page_notes": [ |
| 139 | + { |
| 140 | + "content": "" |
| 141 | + } |
| 142 | + ] |
| 143 | + }, |
| 144 | + { |
| 145 | + "title": "Game World", |
| 146 | + "purpose": "Provide an overview of world simulation, field instances, and entity management", |
| 147 | + "page_notes": [ |
| 148 | + { |
| 149 | + "content": "" |
| 150 | + } |
| 151 | + ] |
| 152 | + }, |
| 153 | + { |
| 154 | + "title": "Field Manager", |
| 155 | + "purpose": "Detail field instance lifecycle, update loop, threading model, packet processing, and entity orchestration", |
| 156 | + "parent": "Game World", |
| 157 | + "page_notes": [ |
| 158 | + { |
| 159 | + "content": "" |
| 160 | + } |
| 161 | + ] |
| 162 | + }, |
| 163 | + { |
| 164 | + "title": "Actor System", |
| 165 | + "purpose": "Explain the IActor hierarchy, combat execution, skills, buffs, and interaction logic", |
| 166 | + "parent": "Game World", |
| 167 | + "page_notes": [ |
| 168 | + { |
| 169 | + "content": "" |
| 170 | + } |
| 171 | + ] |
| 172 | + }, |
| 173 | + { |
| 174 | + "title": "Navigation and AI", |
| 175 | + "purpose": "Detail pathfinding with DotRecast, NPC AI state machines, and movement systems", |
| 176 | + "parent": "Game World", |
| 177 | + "page_notes": [ |
| 178 | + { |
| 179 | + "content": "" |
| 180 | + } |
| 181 | + ] |
| 182 | + }, |
| 183 | + { |
| 184 | + "title": "Trigger System", |
| 185 | + "purpose": "Explain trigger state machines, TriggerContext actions, and scripted map events", |
| 186 | + "parent": "Game World", |
| 187 | + "page_notes": [ |
| 188 | + { |
| 189 | + "content": "" |
| 190 | + } |
| 191 | + ] |
| 192 | + }, |
| 193 | + { |
| 194 | + "title": "Map Entities", |
| 195 | + "purpose": "Detail static world elements such as portals, spawn points, and interactable objects", |
| 196 | + "parent": "Game World", |
| 197 | + "page_notes": [ |
| 198 | + { |
| 199 | + "content": "" |
| 200 | + } |
| 201 | + ] |
| 202 | + }, |
| 203 | + { |
| 204 | + "title": "Player Systems", |
| 205 | + "purpose": "Provide an overview of player-centric mechanics and progression systems", |
| 206 | + "page_notes": [ |
| 207 | + { |
| 208 | + "content": "" |
| 209 | + } |
| 210 | + ] |
| 211 | + }, |
| 212 | + { |
| 213 | + "title": "Inventory System", |
| 214 | + "purpose": "Detail inventory management, item collections, transactions, and concurrency considerations", |
| 215 | + "parent": "Player Systems", |
| 216 | + "page_notes": [ |
| 217 | + { |
| 218 | + "content": "" |
| 219 | + } |
| 220 | + ] |
| 221 | + }, |
| 222 | + { |
| 223 | + "title": "Item Enhancement and Sockets", |
| 224 | + "purpose": "Explain enchantments, gemstones, limit breaks, and enhancement workflows", |
| 225 | + "parent": "Player Systems", |
| 226 | + "page_notes": [ |
| 227 | + { |
| 228 | + "content": "" |
| 229 | + } |
| 230 | + ] |
| 231 | + }, |
| 232 | + { |
| 233 | + "title": "Character Progression", |
| 234 | + "purpose": "Detail stats, leveling, mastery, achievements, and attribute calculation", |
| 235 | + "parent": "Player Systems", |
| 236 | + "page_notes": [ |
| 237 | + { |
| 238 | + "content": "" |
| 239 | + } |
| 240 | + ] |
| 241 | + }, |
| 242 | + { |
| 243 | + "title": "Condition System", |
| 244 | + "purpose": "Explain condition evaluation used by quests, achievements, and triggers", |
| 245 | + "parent": "Player Systems", |
| 246 | + "page_notes": [ |
| 247 | + { |
| 248 | + "content": "" |
| 249 | + } |
| 250 | + ] |
| 251 | + }, |
| 252 | + { |
| 253 | + "title": "Development and Administration", |
| 254 | + "purpose": "Cover operational, debugging, and maintenance concerns", |
| 255 | + "page_notes": [ |
| 256 | + { |
| 257 | + "content": "" |
| 258 | + } |
| 259 | + ] |
| 260 | + }, |
| 261 | + { |
| 262 | + "title": "Project Structure and Dependencies", |
| 263 | + "purpose": "Detail repository layout, build configuration, and external dependencies", |
| 264 | + "parent": "Development and Administration", |
| 265 | + "page_notes": [ |
| 266 | + { |
| 267 | + "content": "" |
| 268 | + } |
| 269 | + ] |
| 270 | + }, |
| 271 | + { |
| 272 | + "title": "Administrative Commands", |
| 273 | + "purpose": "Explain command infrastructure for debugging, moderation, and live state manipulation", |
| 274 | + "parent": "Development and Administration", |
| 275 | + "page_notes": [ |
| 276 | + { |
| 277 | + "content": "" |
| 278 | + } |
| 279 | + ] |
| 280 | + } |
| 281 | + ] |
| 282 | +} |
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