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# Copilot Rules — Spacetris (SDL3 / C++20)
These rules define **non-negotiable constraints** for all AI-assisted changes.
They exist to preserve determinism, performance, and architecture.
If these rules conflict with `.github/copilot-instructions.md`,
**follow `.github/copilot-instructions.md`.**
---
## Project Constraints (Non-Negotiable)
- Language: **C++20**
- Runtime: **SDL3** + **SDL3_ttf**
- Build system: **CMake**
- Dependencies via **vcpkg**
- Assets must use **relative paths only**
- Deterministic gameplay logic is mandatory
Do not rewrite or refactor working systems unless explicitly requested.
---
## Repo Layout & Responsibilities
- Core gameplay loop/state: `src/Game.*`
- Entry point: `src/main.cpp`
- Text/TTF: `src/Font.*`
- Audio: `src/Audio.*`, `src/SoundEffect.*`
- Effects: `src/LineEffect.*`, `src/Starfield*.cpp`
- High scores: `src/Scores.*`
- Packaging: `build-production.ps1`
When adding a module:
- Place it under `src/` (or an established subfolder)
- Register it in `CMakeLists.txt`
- Avoid circular includes
- Keep headers minimal
---
## Build & Verification
Prefer existing scripts:
- Debug: `cmake --build build-msvc --config Debug`
- Release:
- Configure: `cmake -S . -B build-release -DCMAKE_BUILD_TYPE=Release`
- Build: `cmake --build build-release --config Release`
- Packaging (Windows): `./build-production.ps1`
Before finalizing changes:
- Debug build must succeed
- Packaging must succeed if assets or DLLs are touched
Do not introduce new build steps unless required.
---
## Coding & Architecture Rules
- Match local file style (naming, braces, spacing)
- Avoid large refactors
- Prefer small, testable helpers
- Avoid floating-point math in core gameplay state
- Game logic must be deterministic
- Rendering code must not mutate game state
---
## Rendering & Performance Rules
- Do not allocate memory per frame
- Do not load assets during rendering
- No blocking calls in render loop
- Visual effects must be time-based (`deltaTime`)
- Rendering must not contain gameplay logic
---
## Threading Rules
- SDL main thread:
- Rendering
- Input
- Game simulation
- Networking must run in a **separate thread**
- SDL main loop must **never block** on networking
- Cross-thread communication via queues or buffers only
---
## Assets, Fonts, and Paths
- Runtime expects adjacent `assets/` directory
- `FreeSans.ttf` must remain at repo root
- New assets:
- Go under `assets/`
- Must be included in `build-production.ps1`
Never hardcode machine-specific paths.
---
## AI Partner (COOPERATE Mode)
- AI is **supportive**, not competitive
- AI must respect sync timing and shared grid logic
- AI must not “cheat” or see hidden future pieces
- AI behavior must be deterministic per seed/difficulty
---
## Networking (COOPERATE Network Mode)
Follow `network_cooperate_multiplayer.md`.
Mandatory model:
- **Input lockstep**
- Transmit inputs only (no board state replication)
Determinism requirements:
- Fixed tick (e.g. 60 Hz)
- Shared RNG seed
- Deterministic gravity, rotation, locking, scoring
Technology:
- Use **ENet**
- Do NOT use SDL_net or TCP-only networking
Architecture:
- Networking must be isolated (e.g. `src/network/NetSession.*`)
- Game logic must not care if partner is local, AI, or network
Robustness:
- Input delay buffer (46 ticks)
- Periodic desync hashing
- Graceful disconnect handling
Do NOT implement:
- Rollback
- Full state sync
- Server-authoritative sim
- Matchmaking SDKs
- Versus mechanics
---
## Agent Behavior Rules (IMPORTANT)
- Always read relevant markdown specs **before coding**
- Treat markdown specs as authoritative
- Do not invent APIs
- Do not assume external libraries exist
- Generate code **file by file**, not everything at once
- Ask before changing architecture or ownership boundaries
---
## When to Ask Before Proceeding
Ask the maintainer if unclear:
- UX or menu flow decisions
- Adding dependencies
- Refactors vs local patches
- Platform-specific behavior