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