DevLog #7 – Persistence & Spawn Systems (Sept 28, 2025)

TL;DR

  • Persistence Server fully live. Accounts, sessions, characters, and positional data persist.
  • Spawn/Zone system implemented. Live entity creation, despawn, and tracking enabled.
  • Account-to-Game flow connected: login → character → spawn → RiftStep movement.
  • UE client parses snapshots; RiftStep tested from player input to world position with server-side validation.
  • Per-client baselines live; bandwidth now scales predictably with RTT & entity activity.

Persistence Pipeline

  • SQL Server: character data (ID, position, health, Will, status) persists across sessions.
  • Session-to-Character bridge: account login → active character session → injected into world.
  • Delta State Tracking: updated only on meaningful change, reducing persistence overhead.

Spawn System

  • Zone-aware spawning implemented; RiftNet snapshot emitter filters entities based on Zone membership.
  • RiftEntityManager tracks all entities, lifetime state, and ensures despawn logic triggers on logout.
  • Server uses event-driven hooks for entity lifecycle (OnSpawn, OnDespawn, OnZoneEnter).

Combat + RiftStep

  • Live movement → hit detection → combat resolution loop wired.
  • RiftStep validated via server-authoritative raycasts (via Bullet for now).
  • Basic enemy AI patrol behavior active for testing engagement logic.

Networking Enhancements

  • Per-client snapshot baselines implemented; bandwidth now dynamic per client activity.
  • RTT and RTO sampling now visible in client debug overlay.
  • New snapshot diagnostic tools allow inspection of per-entity delta and history chain.

Web / Account System

  • account_details now updates on login; no redirect required.
  • Session tokens now expire correctly on logout, and cleanup handled by server daemon.
  • Character creation now routes through persistent endpoint; enforced naming rules + duplication lock-in place.

UE Client

  • Client receives snapshots, interpolates RiftStep, renders entity health/state.
  • Next: animations, visual hit effects, and skill casting.
  • Client-side logs track performance metrics for each incoming frame.

What’s Next (→ Oct 10 Alpha Target)

  1. World object interactions (pickups, destructibles, trigger zones)
  2. First Crafting Node Prototype (harvest + inventory update)
  3. Local Chat Relay
  4. Enemy Aggro → Chase → Attack flow + Death/Respawn
  5. Character Creation UI polish and front-end zone selector

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