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Complete tool UI control inventory with control-to-data-to-binding-to-lifecycle mapping and identify all gaps - PR 10.6R
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docs/dev/codex_commands.md

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# Codex command
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# Codex Commands - PR 10.6R
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Model: GPT-5.4
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Reasoning: high
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## Model
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GPT-5.4 or GPT-5.3-codex
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```powershell
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codex --model gpt-5.4 --reasoning high "Run BUILD_PR_LEVEL_10_6Q_TOOL_UI_READINESS_DOD_COMPLETION. Complete the Tool UI Readiness DoD across all current tools. Do not implement runtime fixes. Inspect actual tool files only as needed. Add or update docs/pr/BUILD_PR_LEVEL_10_6Q_TOOL_UI_READINESS_DOD_COMPLETION.md and write docs/dev/reports/level_10_6Q_tool_ui_readiness_dod_completion_report.md. Explicitly report any missed fields, controls, bindings, inputs, lifecycle/timer checks, and tool-specific acceptance checks. Keep one PR purpose only. Do not modify start_of_day folders. Do not rewrite roadmap content; status-only if execution-backed. Return ZIP at tmp/BUILD_PR_LEVEL_10_6Q_TOOL_UI_READINESS_DOD_COMPLETION.zip."
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## Reasoning
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High
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## Command
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```text
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Read docs/pr/BUILD_PR_LEVEL_10_6R_TOOL_UI_CONTROL_INVENTORY_COMPLETION.md and execute it exactly. Produce the required reports only. Do not change implementation code. Do not modify start_of_day folders. Do not rewrite roadmap content. Search only the tool/sample/game files needed to inventory controls and bindings. Create docs/dev/reports/PR_10_6R_tool_ui_control_inventory.md and docs/dev/reports/PR_10_6R_tool_ui_control_gaps.md. Package the result as tmp/PR_10_6R.zip.
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docs/dev/commit_comment.txt

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Complete Tool UI Readiness DoD with per-tool control and lifecycle acceptance targets - PR 10.6Q
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Complete tool UI control inventory with control-to-data-to-binding-to-lifecycle mapping and identify all gaps - PR 10.6R
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# PR 10.6R Expected Outputs
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Codex must produce:
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- docs/dev/reports/PR_10_6R_tool_ui_control_inventory.md
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- docs/dev/reports/PR_10_6R_tool_ui_control_gaps.md
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UAT is not ready until those reports exist and identify every remaining gap.
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# PR 10.6R Tool UI Control Gaps
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## Scope
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- Docs-only gap analysis for Tool UI control readiness.
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- No runtime implementation changes in this PR.
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- Every unknown or missing readiness point found during inventory is explicitly listed below.
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## Coverage Baseline
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- Active visible launchable tools discovered: 17
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- Additional required launch surfaces audited: 3 (`workspace-manager`, sample launch tiles, game launch tiles)
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- Total audited surfaces: 20
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## Missing Controls
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- `sprite-editor`: dedicated `Color 1 selector` control id is not observed as a distinct runtime control.
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- `sprite-editor`: dedicated `Color 2 selector` control id is not observed as a distinct runtime control.
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- `manifest/data-flow inspector`: no standalone launchable tool id discovered in current registry/metadata.
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## Controls Without Required Data Mapping
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- `workspace-manager`: no explicit pre-launch required-input contract table per selected tool; forwarded query exists but readiness summary is not surfaced as a formal required-input/control matrix.
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- `samples-launch-tiles`: launch links validate route resolution but do not expose full downstream required dependency keys per tool in tile UI.
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- `games-launch-tiles`: launch links validate workspace route generation but do not expose downstream required tool dependency readiness.
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- `state-inspector`: missing explicit expected-vs-actual required-input and required-control count output fields.
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## Controls Using Defaults/Fallbacks (No-Default Rule Gaps)
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- `vector-asset-studio`: fallback palette/default classification paths exist and can classify required controls as `defaulted`.
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- `tile-map-editor`: document/atlas sanitizers include fallback value paths that can populate controls when required data is incomplete.
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- `parallax-editor`: default/seeded layer-document paths exist for map/layer state.
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- `performance-profiler`: integer readers accept fallback values when loaded settings are invalid/missing.
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- `3d-json-payload-normalizer`: numeric sanitizer includes fallback path.
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- `3d-camera-path-editor`: numeric sanitizer includes fallback path.
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## Lifecycle/Timer Risk Gaps
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- `replay-visualizer`: playback loop uses interval-driven updates; requires explicit lifecycle stability proof to avoid stale/reset overwrite.
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- `tile-map-editor`: requestAnimationFrame simulation loop requires explicit lifecycle classification coverage.
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- `parallax-editor`: requestAnimationFrame simulation loop requires explicit lifecycle classification coverage.
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- `vector-map-editor`: animation-frame spin flow requires explicit lifecycle classification coverage.
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- `palette-browser`: delayed setup with `setTimeout` requires explicit lifecycle non-reset proof.
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## Controls Not Mapped To Manifest-Declared Inputs
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- Sample tile flow: launch currently passes `sampleId`, `sampleTitle`, `samplePresetPath`; required downstream keys beyond preset path are not surfaced as a readiness contract at launch UI.
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- Game tile flow: launch currently passes workspace `gameId`/`mount`; downstream tool required-input readiness is not surfaced pre-launch.
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- Workspace Manager: forwards sanitized launch params, but does not expose per-tool required input keys, expected counts, and control-ready readiness before mount.
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## Missing/Partial UI Readiness Diagnostics
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- `[tool-ui:control-ready]` exists in shared diagnostics but is not emitted uniformly across all active tools.
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- `[tool-ui:lifecycle]` and `[tool-ui:final-ready]` are DoD-level required events but are not consistently represented across all audited tool runtime surfaces.
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- Several tools provide `[tool-load:*]` boundaries without complete control-level readiness proof for every required visible control.
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## Palette Contract Gaps
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- Canonical palette source target is `*.palette.json`; tools must not require duplicate palette payload files.
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- Compatibility/wrapper-tolerant extraction paths still exist in some loaders and can mask wrong-shape payloads without strict failure.
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- `sprite-editor` required Color1/Color2 readiness checks cannot be fully proven while dedicated controls are absent.
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## Uncertain Controls/Fields (Explicitly Tracked)
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- `asset-browser`: per-control readiness for every import action path is partially inferred from code flow; universal per-control diagnostics are not present.
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- `skin-editor`: palette/context dependency is clear, but standardized shared load/control readiness classification coverage is incomplete.
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- `workspace-manager`: required-input-summary behavior exists as status/diagnostic behavior, but no explicit structured readiness table with expected-vs-actual counts.
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- `state-inspector`: acts as closest inspector surface, but required manifest-path/fetch-results/control-readiness tables are incomplete.
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## Acceptance Ledger
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- `0 missing controls OR every missing control listed as gap`: PASS (all discovered missing controls listed).
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- `0 unknown bindings OR every unknown binding listed as gap`: PASS (all uncertain bindings listed).
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- `0 default usage OR every default usage listed as gap`: PASS (default/fallback usages listed).
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- `0 lifecycle violations OR every lifecycle violation listed as gap`: PASS (lifecycle/timer risks listed).
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## Files Audited
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- `docs/pr/BUILD_PR_LEVEL_10_6R_TOOL_UI_CONTROL_INVENTORY_COMPLETION.md`
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- `tools/toolRegistry.js`
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- `tools/shared/toolLaunchSSoT.js`
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- `tools/shared/toolLaunchSSoTData.js`
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- `tools/shared/toolLoadDiagnostics.js`
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- `samples/index.render.js`
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- `games/index.render.js`
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- `tools/Workspace Manager/main.js`
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- `tools/Sprite Editor/modules/spriteEditorApp.js`
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- `tools/Palette Browser/main.js`
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- `tools/Asset Browser/main.js`
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- `tools/Tilemap Studio/main.js`
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- `tools/Vector Asset Studio/main.js`
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- `tools/Vector Map Editor/editor/VectorMapEditorApp.js`
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- `tools/Replay Visualizer/main.js`
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- `tools/State Inspector/main.js`
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- `tools/Performance Profiler/main.js`
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- `tools/Physics Sandbox/main.js`
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- `tools/Asset Pipeline Tool/main.js`
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- `tools/Tile Model Converter/main.js`
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- `tools/3D JSON Payload Normalizer/main.js`
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- `tools/3D Asset Viewer/main.js`
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- `tools/3D Camera Path Editor/main.js`
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- `tools/Parallax Scene Studio/main.js`
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- `tools/Skin Editor/main.js`

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