--- id: wiki-2026-0508-skybound-protocol-코드리뷰 title: Skybound Protocol 코드리뷰 category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Skybound Code Review, Skybound Protocol Review] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [skybound, code-review, game-dev, project] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: typescript framework: phaser/unity --- # Skybound Protocol 코드리뷰 ## 매 한 줄 > **"매 Skybound Protocol 의 code review 의 systematic checklist 의 game-specific concern (frame budget, deterministic sim, asset pipeline)"**. 매 generic SE review (naming, SRP, test coverage) 위 의 game layer (16ms frame, GC pause, hot path allocation, save/replay determinism). 매 2026 의 AI-augmented review (Claude Opus 4.7, Cursor) 의 first pass automation. ## 매 핵심 ### 매 Game-specific review axes - **Frame budget**: 매 60fps → 16.67ms / frame. 매 hot path 의 allocation X. - **Determinism**: 매 replay / netcode 의 same input → same output 보장. - **Asset pipeline**: 매 hot reload, 매 import settings, 매 platform-specific compression. - **Memory**: 매 pool / arena, 매 GC pause < 1ms. ### 매 Skybound 의 specific concerns - **Firepower system**: 매 damage calc 의 numeric stability (overclock multipliers). - **State sync**: 매 client-authoritative vs server-authoritative. - **Asset gen**: 매 AI-generated asset 의 validation pipeline. - **Balance**: 매 v1.5 overclock 의 PvP / PvE separation. ### 매 Review checklist 1. 매 hot path allocation 의 X (object pool / struct). 2. 매 random source 의 seeded (replay). 3. 매 numeric: float vs int (deterministic 의 fixed-point). 4. 매 save format versioning. 5. 매 telemetry hook (drop-out, balance metric). ## 💻 패턴 ### Hot path allocation 의 review ```typescript // BAD: 매 frame 의 allocation function updateEnemies(enemies: Enemy[], dt: number) { for (const e of enemies) { const targets = enemies.filter(o => o.team !== e.team); // 매 frame allocate const closest = targets.sort((a, b) => dist(e, a) - dist(e, b))[0]; e.target = closest; } } // GOOD: 매 reusable buffer const _targetBuf: Enemy[] = []; function updateEnemies(enemies: Enemy[], dt: number) { for (const e of enemies) { _targetBuf.length = 0; let bestD = Infinity, best: Enemy | null = null; for (const o of enemies) { if (o.team === e.team) continue; const d = distSq(e, o); if (d < bestD) { bestD = d; best = o; } } e.target = best; } } ``` ### Deterministic RNG (replay-safe) ```typescript class XorShift { constructor(public state: number) {} next(): number { let x = this.state; x ^= x << 13; x ^= x >>> 17; x ^= x << 5; this.state = x >>> 0; return this.state / 0xffffffff; } } // 매 sim 의 single seeded RNG — 매 Math.random() X const rng = new XorShift(matchSeed); ``` ### Firepower overclock validation ```typescript function applyOverclock(base: WeaponStats, level: number): WeaponStats { const cap = OVERCLOCK_CAPS[base.tier]; const clamped = Math.min(level, cap); return { ...base, damage: base.damage * (1 + 0.08 * clamped), fireRate: base.fireRate * (1 + 0.04 * clamped), heat: base.heat * (1 + 0.12 * clamped), // 매 cost scale faster than benefit }; } // 매 review: 매 cap 의 enforce X 의 → exploit 의 PvP balance break. ``` ### Save versioning ```typescript interface SaveV2 { version: 2; player: Player; inventory: Item[]; flags: number[]; } function migrate(raw: any): SaveV2 { if (raw.version === 1) { return { ...raw, version: 2, flags: raw.flags ?? [] }; } if (raw.version === 2) return raw; throw new Error(`unknown save version ${raw.version}`); } ``` ### AI-augmented review (2026) ```bash # 매 Claude Code / Cursor 의 first pass claude review --diff main..HEAD --rules .claude/skybound-rules.md # .claude/skybound-rules.md # - Flag any allocation in update / draw loops # - Flag Math.random() in sim code (must use seeded RNG) # - Flag hardcoded balance numbers (must be in DataConfig) ``` ### Telemetry hook ```typescript function fireWeapon(w: Weapon, target: Entity) { const dmg = computeDamage(w, target); target.hp -= dmg; Telemetry.emit("weapon.fire", { weaponId: w.id, dmg, overclock: w.overclock, matchId: GameState.matchId, t: GameState.tick, }); } ``` ## 매 결정 기준 | 상황 | Review focus | |---|---| | Sim / netcode | 매 determinism + seeded RNG | | Update loop | 매 allocation + cache miss | | Balance code | 매 cap enforcement + telemetry | | Save / persist | 매 version migration | | AI-gen asset | 매 validation gate | **기본값**: AI first pass + human review on hot path / balance / determinism. ## 🔗 Graph - 부모: [[Code-Review]] · [[Game-Development]] - 변형: [[Skybound_Firepower_Overclock_v1.5]] · [[Skybound_Asset_Generation_Roadmap]] - 응용: [[Game-Performance]] · [[Deterministic-Simulation]] - Adjacent: [[AI-Augmented-Review]] · [[Telemetry]] ## 🤖 LLM 활용 **언제**: PR diff 의 first pass, pattern violation 의 detect, balance number 의 sanity check. **언제 X**: subjective game feel, designer intent — human only. ## ❌ 안티패턴 - **Math.random() 의 sim**: 매 replay 의 break. - **Frame allocation**: 매 GC spike → frame drop. - **Hardcoded balance**: 매 designer 의 iterate 의 X. - **Save without version**: 매 migration impossible. ## 🧪 검증 / 중복 - Verified (Skybound internal review log, GDC perf talks). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — Skybound code review checklist + patterns |