docs(obsidian): process inbox notes
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# Ariadne project goals
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Ariadne analyzes a local Ren'Py game install.
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It extracts source, builds a source graph, and plans routes through target nodes.
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## Privacy constraint
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Do not write the target game's title in the monorepo.
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Use `target game` or `Ren'Py game` in committed notes, code, and pull requests.
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Keep title-specific paths and names in ignored local data only.
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## Goal order
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1. Unlock all Steam achievements.
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2. Maximize Season 3 dialogue coverage.
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3. Extend the same coverage work to Seasons 1 and 2.
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## Steam achievements
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Achievement unlocks appear in source as reachable calls.
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The first planning target is every achievement grant node.
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Ariadne needs to find each grant call and compute route conditions that reach it.
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This is source-graph coverage over sparse semantic targets.
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## Season 3 dialogue coverage
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Season 3 exposes an in-game percentage for seen dialogue.
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The stat computes Ren'Py dialogue-block coverage from persistent seen data.
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For this game, dialogue blocks map mainly to unique `Say` statements.
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Ariadne should target Season 3 `Say` nodes as coverage targets.
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The in-game percentage gives a validation signal for Ariadne's coverage model.
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Season 3 also rewards high coverage inside the game.
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## Seasons 1 and 2 coverage
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Seasons 1 and 2 lack the same in-game percentage display.
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Ariadne can still compute source coverage for their dialogue nodes.
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Validation for these seasons will depend on Ariadne's own model.
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Persistent seen data can still help later.
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## State model phases
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The first phase ignores player state.
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It asks which routes cover all targets from source alone.
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A later phase reads existing player state.
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It uses save files or persistent data to remove completed targets.
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That phase produces a personalized plan for remaining achievements and dialogue coverage.
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## Graph model
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The source graph needs typed nodes for labels, jumps, conditions, menus, visual statements, dialogue, and achievement grants.
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Menus and conditions require branch edges and merge edges.
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Dialogue and visual nodes support route explanation.
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Achievement and dialogue nodes become coverage targets.
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## Near-term implementation direction
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Keep extraction and decompilation generic.
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Parse source into typed graph artifacts.
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Add achievement grant nodes before broad route planning.
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Add Season 3 dialogue nodes as the next coverage target set.
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@@ -1,71 +0,0 @@
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# SteamCMD servers
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Use `modules.services.steamcmd` as the low-level runner for one SteamCMD server.
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Create a game module under `configs/nixos/modules/services/games/` for each game.
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The game module owns game-specific defaults and command-line flags.
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The host owns deployment-specific paths, names, secrets, and network placement.
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## Create a game module
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1. Create `configs/nixos/modules/services/games/<game>.nix`.
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2. Define options under `modules.services.games.<game>`.
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3. Expose only values the host must choose.
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4. Map those values to `modules.services.steamcmd`.
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5. Set the Steam dedicated-server app ID in the game module.
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6. Set the server executable in the game module.
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7. Generate game-specific arguments in the game module.
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8. Open the game's documented UDP ports in the game module.
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Keep `modules.services.steamcmd` focused on shared SteamCMD behavior.
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Do not put game-specific flags or port rules there.
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## Configure a host
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During validation, enable the game module directly on a host.
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```nix
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modules.services.games.valheim = {
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enable = true;
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steamDir = "/pikachu/data/steamcmd";
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installDir = "/pikachu/data/servers/valheim/main";
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stateDir = "/pikachu/media/games/servers/valheim/main";
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serverName = "main";
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password = "foobarbaz";
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};
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```
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Use host paths for direct host deployment.
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Use guest paths after the server moves into a guest.
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## Deploy and test
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1. Evaluate the host configuration.
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```sh
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nix eval .#nixosConfigurations.<host>.config.system.build.toplevel.drvPath --raw
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```
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2. Deploy the host.
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```sh
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deploy-to <host>
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```
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3. Check the game service.
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```sh
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sudo systemctl status <game>.service
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sudo journalctl -u <game>.service -n 200 --no-pager
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```
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4. Check UDP listeners.
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```sh
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sudo ss -lunp | grep -E '<port>|<port-plus-one>|<game>'
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```
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5. Connect from the game client.
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The Valheim server is ready after the log contains `Game server connected`.
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It can spend time generating a new world before it accepts connections.
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@@ -2,7 +2,7 @@
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date-created: 2026-09-10 12:01
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---
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# How to set up a `steamcmd` server
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# SteamCMD server setup
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This note explains how to add a SteamCMD-managed game server to the NixOS configuration.
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@@ -6,6 +6,34 @@ These notes capture the design state from the Ariadne pipeline and Ren'Py AST di
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Do not assume the implementation described here still exists in the Ariadne worktree. The pull request work was considered exploratory and should be dropped or redone cleanly.
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## Product goals
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Ariadne analyzes a local Ren'Py game install.
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It builds a source graph and plans routes through target nodes.
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Goal order:
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1. Unlock all Steam achievements.
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2. Maximize Season 3 dialogue coverage.
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3. Extend dialogue coverage to Seasons 1 and 2.
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Achievement unlocks appear in source as reachable calls.
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The first planning target is each achievement grant node.
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Season 3 exposes an in-game percentage for seen dialogue.
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That percentage gives a validation signal for Ariadne's coverage model.
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The first phase ignores player state.
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It computes routes from source alone.
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A later phase reads save files or persistent data.
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It removes completed targets and plans remaining coverage.
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## Privacy constraint
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Do not write the target game's title in committed material.
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Use `target game` or `Ren'Py game` in notes, code, commits, and pull requests.
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Keep title-specific paths and names in ignored local data only.
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## Core state model
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Ariadne's core state should be graph-first. The current agreed shape is:
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@@ -274,6 +302,30 @@ Treat that dump as a development surface until Ariadne documents a stable format
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Route planning is out of scope for the first importer slice.
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## Pipeline stage boundary
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A library stage is a pure state transformation.
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It receives committed `State` and stage-specific inputs.
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It returns a new `State` with pending operations.
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A CLI stage is a user-facing execution target.
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It owns filesystem discovery, file reads, and stage orchestration.
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It can deserialize Clew JSON by calling Ariadne library helpers.
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`run_parse` receives already-deserialized Clew documents.
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It does not discover files, read files, or deserialize JSON.
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The runner applies pending operations after each library stage.
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The next stage receives committed state with no pending operations.
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`apply_pending` returns a new `State`.
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It applies the pending batch atomically.
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Invalid pending operations do not produce partial committed state.
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The first implementation does not resume from serialized stage artifacts.
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It also avoids a stage trait, shared context object, and stage invocation enum.
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Give each stage function only the inputs it needs.
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## Preparation output direction
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Clew produces the preparation output for Ariadne.
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