System Ownership Map
| System | Hauptverzeichnis / Einstieg | Datenmodelle | Runtime/UI/Backend | Tests / Docs |
|---|---|---|---|---|
| Bootstrap/GameFlow | Game3D Core/Bootstrap, GameFlowRoutes |
RuntimeConfig/Options | App/ServerBootstrap, MainMenu | keine dedizierten; Overview |
| Dungeon Generation | Shared Dungeons/Definitions/DungeonGeneratorV3.cs |
RunDefinition, DungeonDefinition, Plans/Layout | DungeonRun3DController |
DungeonGraph/RunDefinition; Runs |
| Room Templates | Game3D Features/Dungeons/Rooms |
Metadata/Candidate/Request/Context | Instantiator/Preview; kein Backend | Selector/Socket; Rooms |
| Encounters/Enemies | Game3D Features/Dungeons/Enemies, Run/RoomEncounterRuntime3D.cs |
Shared Enemy-Snapshots und Encounter-Composition | DungeonEnemy3D, Pool und Resource-Katalog | Encounter-/Composition-Tests; Enemies |
| Boss Encounters | Game3D Features/Dungeons/Run/Boss, Shared Gameplay/Boss |
Catalog, Phasen, Angriffe, Adds, Arena-Events, Rewards | BossEncounterRuntime, Resource-Katalog und Replay-Hooks |
BossEncounterTests; Boss-How-to |
| Objectives | Shared Dungeons/Runtime/DungeonObjectiveTracker.cs |
ObjectiveDefinition/EnemyObjective | Tracker3D/HUD; Replay-/Submission-Validierung | Objective-Tests; Runs |
| Weapons | Shared Weapons, Loadouts/WeaponStatCalculator.cs |
Weapon/Mod/Perk/Stats und Fire-Contracts | AdvancedWeaponController, WeaponView; Online-Intents serverautoritativ |
Weapons-/Authority-Tests; Weapons |
| Loadouts | Shared Loadouts |
Player/ValidatedRunLoadout | PlayerLoadoutComponent, LoadoutScreen-Shell; Persistenz fehlt | Validator-/Hash-Tests; Weapons |
| Progression/Mastery | Shared Progression |
PlayerProgressionProfile/Snapshot/Unlock/Mastery | PlayerProgressionComponent als Adapter; Persistenz fehlt | Profil- und Mastery-Tests; Weapons |
| Player/Combat | Game3D Features/Gameplay/Player, Features/Combat, Features/Authority |
Damage/Health/Stats/PowerUps und Commands | PlayerController/AdvancedWeaponController/LocalRunAuthority | Kamera/Animation/Authority-Tests; Overview |
| Run-Drops/Power-ups | Shared Gameplay/Drops, Gameplay/PowerUps |
Schedule, Catalog, Policy, RuntimeState, Hash, Stacks | WorldDrop3D, PowerUpController, HUD, LocalRunAuthority, Replay | Drop-/PowerUp-Tests; Drops |
| Hub/Multiplayer | Shared Hubs, Game3D Core/Network, Features/Hub |
HubDefinition/Snapshots | HubNetworkSync/HubController; Registry | keine Networktests; Multiplayer |
| Auth/Chat | Game3D Integrations/Nakama, Features/Chat |
User/Chat models | MainMenu/Hub; Nakama built-ins | keine Integrationtests; Backend |
| Runs Backend | Nakama rpcs, services, storage |
onlineRunModels.ts, runResultModels.ts |
DungeonRunService, Upload/Submit, History und Leaderboard | Node-/C#-Tests + Integration; Nakama |
| Replay | Shared Runs, Game3D Completion und Features/Replay |
ReplayArtifact, Integrity-/Rule-Validator, Events, Checkpoints, Chunks | Recorder, Upload-Lifecycle/Outbox, Viewer und Leaderboard-Watch aktiv | Policy-/Chunk-/Playback-/Recovery-Tests; Replay |
| Balancing | Game3D Features/Balancing, Shared Gameplay/Balancing |
Sandbox-Settings und Combat-Stats | Standalone-Scene, Config-Menü, Debug-HUD | BalancingSandboxTests; Balance |
| Registry | server registry/main.py |
Pydantic registration/heartbeat | HubRegistryService/Discovery/Dashboard | keine; Registry |
| Release/Bootstrap | src/tools, Shared/Bootstrap, API, Workflows |
Manifest/ReleaseRegistry | Launcher/Updater/API | BootstrapTests; CI/CD |
Die Tabelle beschreibt technische Ownership, keine Personen-/Teamzuordnung. Bei neuen Systemen zuerst die Shared-vs.-Godot-vs.-Backend-Grenze festlegen und hier ergänzen.