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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.