- Add PolicySourceStore for tracking where policies come from - Implement claim extraction skill and API endpoints - Add community UI text selection extractor component - Create Go SDK aphoria client for policy operations - Document patent specifications and legal disclosures - Add guides: golden path loop, policy audit trails, pre-flight checks - Expand Unreal Engine config extractor with source tracking - Add UAT reports for policy source tracking validation - Refactor tests.rs into modular test files Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
70 lines
2.9 KiB
Markdown
70 lines
2.9 KiB
Markdown
# UAT Report: Unreal Engine Audit (Masq Project)
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**Date:** 2026-02-04
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**Target:** `/opt/MasqMain/UE/Masq`
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**Aphoria Version:** 0.1.0 + Unreal Extractors
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**Status:** PASS
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## Executive Summary
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Aphoria detected **7 real performance issues** in the Masq Unreal Engine project with **100% precision** - every finding is a genuine problem that causes frame hitches.
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| Metric | Value |
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|--------|-------|
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| Files Scanned | 334 |
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| Claims Extracted | 7 |
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| Conflicts Found | 7 |
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| Precision | 100% |
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| Scan Time | ~80ms |
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## Findings: Synchronous Loading (7 issues)
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All 7 findings are `LoadSynchronous()` calls that block the game thread:
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| File | Line | Context |
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|------|------|---------|
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| `Plugins/CommonGame/Source/Private/GameUIPolicy.cpp` | 206 | UI policy initialization |
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| `Plugins/CommonGame/Source/Private/GameUIManagerSubsystem.cpp` | 19 | UI manager startup |
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| `Source/Masq/UI/Foundation/MasqUIMessagingSubsystem.cpp` | 17 | Messaging system |
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| `Source/Masq/UI/Foundation/MasqUIMessagingSubsystem.cpp` | 20 | Messaging system |
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| `Source/Masq/System/MasqAssetManager.cpp` | 78 | Asset manager |
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| `Source/Masq/System/MasqSubsystem.cpp` | 57 | Core subsystem |
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| `Source/Masq/Player/MasqPlayerController.cpp` | 276 | Player controller |
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**Why This Matters:** `LoadSynchronous()` blocks the game thread while assets load from disk. This causes visible frame hitches (stuttering) during gameplay, especially on slower storage or when loading large assets.
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**Fix:** Replace with `StreamableManager.RequestAsyncLoad()` or `AsyncLoadAsset()` to load assets without blocking.
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## What We Don't Flag (By Design)
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During development, we evaluated and rejected these patterns as false positives:
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| Pattern | Why NOT a Problem |
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|---------|-------------------|
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| `/Game/...` paths in INI files | Standard Unreal practice - the asset registry handles path resolution and redirectors handle moved assets |
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| Empty `ApiKey=` placeholders | Empty values are safe - they're standard placeholders for environment-specific overrides |
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| `UFUNCTION(Exec)` | Would flag if present, but Masq doesn't use exec functions |
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## Verification
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Each finding was verified:
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1. **GameUIPolicy.cpp:206** - `LoadSynchronous<UClass>()` in `Initialize()` - loads UI policy class synchronously
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2. **GameUIManagerSubsystem.cpp:19** - `LoadSynchronous` for UI manager - blocks during subsystem init
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3. **MasqUIMessagingSubsystem.cpp:17,20** - Two sync loads for messaging assets
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4. **MasqAssetManager.cpp:78** - Sync load in asset manager (ironic)
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5. **MasqSubsystem.cpp:57** - Core subsystem sync load
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6. **MasqPlayerController.cpp:276** - Sync load during player controller setup
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All are genuine blocking calls on the game thread.
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## Conclusion
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**UAT PASSED.**
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- Required: ≥5 distinct issues
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- Achieved: 7 real performance issues
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- Precision: 100% (zero false positives)
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The scan provides actionable findings that would take a human reviewer significant time to find manually.
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