f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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5.5 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-skybound-protocol-코드리뷰 | Skybound Protocol 코드리뷰 | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
- 매 hot path allocation 의 X (object pool / struct).
- 매 random source 의 seeded (replay).
- 매 numeric: float vs int (deterministic 의 fixed-point).
- 매 save format versioning.
- 매 telemetry hook (drop-out, balance metric).
💻 패턴
Hot path allocation 의 review
// 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)
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
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
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)
# 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
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
- 변형: Skybound_Firepower_Overclock_v1.5 · Skybound_Asset_Generation_Roadmap
- Adjacent: 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 |