feat(skills): ship ue-design-skills bundle, licensing and delivery gate
Phase 0 of the handoff plan, as a marketplace rather than a flat skills/ directory. Content moved out of the LyraResearch archive and depersonalised: addresses stay in the archive, recipes ship. - plugins/ue-design-skills: 17 skills, 232 failure-mode entries, each with the six required fields; catalog.json as the harness-neutral source of truth and .claude-plugin/ as one adapter over it. - _gate: 16 rules, one poisoned fixture per rule, plus surface coverage so a declared file cannot silently miss the line rules. - ADR-0002 (harness-neutral bundle behind a marketplace) and ADR-0003 (split licensing: CC BY-ND 4.0 prose, Apache-2.0 code and metadata). - LICENSE files at both levels, CONTRIBUTING.md, docs/licensing-options.md as the material the licence decision grew from. Verified: gate.py 0 violations; test_gate.py 16/16 rules redden on their fixtures with a clean baseline and 2 root files reaching the line rules. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# Patterns: reviewing an architecture across its seams
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This is the cross-system half of the bundle. The other fifteen skills each audit
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one subsystem; this one exists because the most expensive failures are not inside
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a subsystem at all.
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[Failure modes](failure-modes.md) carries the detection recipes. This file
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carries the review procedure — what to ask, in what order, and what evidence to
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demand before believing an answer.
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---
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## 1. Why seams are where the cost is
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A subsystem has an owner. Someone can be asked whether the ability system is
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correct, and they can answer.
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A seam has no owner. "The UI reconstructs state from the message bus" is not a
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fact about the UI or about the bus; it is a fact about their relationship, and
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relationships do not appear in any file. Every finding in this skill was reviewed
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— twice, once from each side — and survived.
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That produces the review technique this whole document is built on:
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> **Ask each question of the pair, not of the component.** Not "is this registry
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> correct?" but "which context is this registry keyed by, and which context do its
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> entries belong to?" The defect lives in the difference.
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---
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## 2. The seven invariants
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An architecture of this kind is healthy only when all seven hold:
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1. **Justified abstraction** — every layer pays for real variability.
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2. **Explicit ownership** — every dynamic resource has an owner, a receipt and an
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inverse.
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3. **Symmetric lifecycle** — activate/deactivate and create/destroy are round
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trips, tested as round trips.
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4. **Explicit context** — world, local player, authority and activation context
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are never inferred from globals.
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5. **Compiled data graph** — semantic joins, references and bundles are validated
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somewhere that runs in the build.
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6. **Observable indirection** — composition, blockers and listeners can be dumped.
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7. **Cross-boundary tests** — lifecycle is tested across subsystem seams.
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**If a review cannot produce evidence for an invariant, record it as absent.** Not
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"probably fine" — absent. Every finding in the audit that produced this skill was
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in a system whose author would have said it was fine.
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---
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## 3. Abstraction pressure test
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Fill this before adopting a layer, not after:
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| Layer | Variability #1 | Variability #2 | Operations removed | Lifecycle and tests added |
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|---|---|---|---|---|
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| feature plugin | | | | |
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| experience / mode definition | | | | |
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| semantic input | | | | |
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| UI extension points | | | | |
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| message bus | | | | |
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Defer a layer when it has fewer than two real variants or owners; when direct code
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would be smaller and equally safe; when the project will not use dynamic
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activation or a packaging boundary; or when the team cannot maintain the
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validation and observability the layer requires.
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**The arithmetic that decides it:** planned variants versus architectural axes. If
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axes exceed variants, the architecture is aspirational. Recipe: AG-01.
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---
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## 4. The ownership ledger
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For every dynamically added resource:
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```text
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resource
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owner
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scope process / game instance / world / local player / actor
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receipt the handle that proves this owner added it
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apply the call that adds
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revoke the call that removes exactly this
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sharing what happens when two owners want the same resource
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rollback what happens if apply fails halfway
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```
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Red flags, each seen in the audited reference:
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- a weak reference presented as ownership;
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- a global subsystem that "owns everything";
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- cleanup that clears all resources rather than owned ones;
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- a handle discarded at the moment it is returned;
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- an owner that can die before its resource;
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- two owners able to remove the same shared resource.
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### The kill-owner test
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For each owner, destroy it at the worst moment: during an async load, after apply
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but before normal deactivation, after the target actor is destroyed, and during
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map travel. Every owned resource must disappear or transfer explicitly.
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This is a cheap test that finds expensive defects, and almost nobody runs it.
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---
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## 5. Lifecycle as a transaction
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```text
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validate → load → activate 1..N → committed
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failure at step K
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→ reverse K-1 .. 1
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→ failed, with a reason that names the step
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```
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Three mandatory sequences:
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```text
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baseline → activate → deactivate → baseline
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baseline → activate → fail each step in turn → baseline
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baseline → activate → deactivate → reactivate → exactly one copy
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```
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The third is the one that finds duplicates, and the one development never runs
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because development restarts the editor instead. Recipe: AG-03.
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---
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## 6. Context audit
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For every mutable map or subscription, ask which key is **required**: process,
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game instance, world handle, activation context, local player, actor, or net role.
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A global key is correct only when the behaviour is genuinely global. The
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temptation is that a global key is simpler and, with one world and one player,
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indistinguishable.
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### The required matrix
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| Scenario | What it catches |
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|---|---|
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| multi-world editor session | process-global leaks |
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| dedicated server plus remote client | local-broadcast and presentation assumptions |
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| listen server | doubled local paths |
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| two local players | UI, input and settings context leaks |
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| map travel | stale listeners surviving a world |
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Recipes: AG-05, AG-06.
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---
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## 7. The data graph needs a compiler
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Generate and validate the path from production roots through identifiers,
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references, plugin boundaries, bundles and semantic joins to leaf assets.
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Fail the build on: unresolved identifiers or soft references; null required
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fields; plugin dependency cycles; role-bundle mismatches; orphan producers or
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consumers of a semantic tag; prototype or test paths reachable from a production
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root; an input tag with no granted consumer; a UI extension with no point or
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contract; an incompatible payload family under a parent channel.
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**The crucial property is where it runs.** Editor-only validation is useful
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feedback and is not a safety boundary. Recipe: AG-07.
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---
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## 8. Temporal dependencies
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Draw initialization prerequisites as a directed graph — each feature state and
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what it requires. Reject: cycles; a prerequisite produced only by an optional or
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disabled path; an anonymous next-tick delay; a generic "extension added" event
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used where semantic readiness is meant; a blocked transition with no diagnostic.
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### Permutation test
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Vary activation before and after actor spawn, archetype data before and after
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possession, replication arrival order, UI point before and after extension, and
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listener before and after event. **Correct systems converge to the same state
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from every order.** Systems that pass by luck have one order that works.
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---
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## 9. Observability is a requirement, not tooling polish
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Expose read-only dumps for: the selected mode and its load state; pending assets,
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plugins and actions **with reasons**; active feature plugins and who requires
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them; per-feature actor readiness and blockers; active input contexts and their
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semantic joins; granted capabilities by owner receipt; UI layers, points,
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extensions and owners; message channels with listener counts and owners; the
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authoritative team identifier and its mirrors; requested versus effective
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settings with clamps.
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Logs carry correlation fields: world, local player, actor, experience, plugin,
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action, channel, owner.
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**The acceptance test:** an engineer who did not build the feature diagnoses an
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injected failure from logs and dumps alone, without opening assets, within a
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bounded time. If that is impossible, the indirection is operationally incomplete
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regardless of how clean the code is. Recipe: AG-02.
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One thing worth stealing outright: the audited reference ships console variables
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that inject artificial delay into mode loading. A reproducible way to exercise
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slow-load, timeout and cancellation paths is worth more than it costs, and almost
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nobody builds one.
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---
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## 10. The false-genericity sweep
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For every public field or hook implying behaviour — an ordering value, a viewer
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identity, an automatic-benchmark decision, a removal function, a profile suffix,
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a policy flag:
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1. find its consumer;
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2. mutate the value in a fixture;
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3. assert an observable delta;
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4. test both native and visual-script surfaces where exposed.
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No consumer or no delta means: implement it, remove it, or mark it explicitly
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unsupported. Never let a configurable no-op survive as stable API.
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This sweep is worth running as a scheduled activity rather than a review step,
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because the shape recurs independently in every subsystem. Recipe: AG-08.
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---
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## 11. Event, state and command
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Classify every interaction:
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- **state** — a queryable authoritative model;
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- **command** — one accountable handler, with a result and a failure;
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- **event** — a past-tense fact with zero or many optional observers.
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Red flags: UI reconstructing state from transient messages; a message asking an
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unknown listener to perform required work; a local bus assumed to replicate;
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presentation treated as authority.
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The test that settles it: **if a listener subscribes one second late, must it know
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the current value?** Yes means state. No means an event is acceptable.
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---
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## 12. Version and adoption
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Before copying from a reference, classify each element: architectural invariant
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(adopt), sample scaffolding (replace), project-specific behaviour (evaluate),
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unfinished path (do not claim supported), confirmed defect (fix with a regression
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test), prototype content (exclude from production), version-sensitive API (verify
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live).
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Pin the engine version and changelist, the sample version, plugin versions, and
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any serialized schema version. Re-run probes after every upgrade.
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**A current documentation page is not evidence about the code in your tree.**
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Recipe: AG-10. The full classification is `ue-reference-project-adoption`.
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---
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## 13. The integration matrix
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Do not attempt the full product of configurations. Require this spine:
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1. standalone baseline;
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2. dedicated server plus remote client;
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3. listen server;
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4. two local players;
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5. feature activates **before** receiver readiness;
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6. feature activates **after** receiver readiness;
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7. deactivate and reactivate;
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8. actor destroyed before feature teardown;
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9. late join;
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10. map travel or mode change;
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11. packaged clean client;
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12. engine or plugin upgrade fixture.
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Every critical invariant needs at least one test crossing **two** subsystem
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boundaries. Unit tests inside one manager cannot express these failures.
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Recipe: AG-09.
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---
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## 14. Triage
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**Critical — stop feature work.** Resource ownership or rollback unknown;
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authority duplicated; world or player context leaking; production data graph
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unvalidated; persistent state reconstructed from messages; client presentation
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affecting authority.
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**High — fix before runtime switching or shipping.** Initialization cycles or
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timing dependencies; missing packaged-asset fallback; native and visual-script
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semantics diverging; undocumented ordering dependencies; insufficient
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observability; version mismatch.
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**Medium — track with a bound.** Abstraction tax; linear scans acceptable at
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current data size; editor-only polish gaps; duplicated sample scaffolding.
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### The no-go rule
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Three unchecked Critical gates mean **stop adding abstraction and features**.
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Repair ownership, context and validation first. More indirection on an
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unvalidated base multiplies the failure surface rather than organising it.
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---
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## Provenance
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The invariants and gates here are generalized from a full-project audit of Epic's
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Lyra Starter Game on Unreal Engine 5.6 — its data-driven layer, feature plugins,
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ability system, input, UI, messaging, cosmetics and teams, settings, loading and
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streaming — read as source and configuration rather than run.
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Every cross-system failure mode in [failure modes](failure-modes.md) was observed
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in that project, in a subsystem whose local implementation was correct. That is
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the reason this skill exists as a separate document rather than as a section in
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each of the others.
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Source addresses stay in the research archive that produced this skill. Entry
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identifiers resolve back to the audited locations, so any specific claim can be
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produced on request.
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## Evidence boundary
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One project, one engine version, one workspace. The invariants are transferable;
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the specific instances are evidence, not guarantees about other versions. Re-run
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the detection recipes against your own tree before acting on any specific claim.
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