stemedb/applications/aphoria/uat/2026-02-04-masq-unreal-audit.md
jordan 1cc453c97b feat: Aphoria policy source tracking + claim extraction pipeline
- 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>
2026-02-04 02:35:02 -07:00

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# UAT Report: Unreal Engine Audit (Masq Project)
**Date:** 2026-02-04
**Target:** `/opt/MasqMain/UE/Masq`
**Aphoria Version:** 0.1.0 + Unreal Extractors
**Status:** PASS
## Executive Summary
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.
| Metric | Value |
|--------|-------|
| Files Scanned | 334 |
| Claims Extracted | 7 |
| Conflicts Found | 7 |
| Precision | 100% |
| Scan Time | ~80ms |
## Findings: Synchronous Loading (7 issues)
All 7 findings are `LoadSynchronous()` calls that block the game thread:
| File | Line | Context |
|------|------|---------|
| `Plugins/CommonGame/Source/Private/GameUIPolicy.cpp` | 206 | UI policy initialization |
| `Plugins/CommonGame/Source/Private/GameUIManagerSubsystem.cpp` | 19 | UI manager startup |
| `Source/Masq/UI/Foundation/MasqUIMessagingSubsystem.cpp` | 17 | Messaging system |
| `Source/Masq/UI/Foundation/MasqUIMessagingSubsystem.cpp` | 20 | Messaging system |
| `Source/Masq/System/MasqAssetManager.cpp` | 78 | Asset manager |
| `Source/Masq/System/MasqSubsystem.cpp` | 57 | Core subsystem |
| `Source/Masq/Player/MasqPlayerController.cpp` | 276 | Player controller |
**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.
**Fix:** Replace with `StreamableManager.RequestAsyncLoad()` or `AsyncLoadAsset()` to load assets without blocking.
## What We Don't Flag (By Design)
During development, we evaluated and rejected these patterns as false positives:
| Pattern | Why NOT a Problem |
|---------|-------------------|
| `/Game/...` paths in INI files | Standard Unreal practice - the asset registry handles path resolution and redirectors handle moved assets |
| Empty `ApiKey=` placeholders | Empty values are safe - they're standard placeholders for environment-specific overrides |
| `UFUNCTION(Exec)` | Would flag if present, but Masq doesn't use exec functions |
## Verification
Each finding was verified:
1. **GameUIPolicy.cpp:206** - `LoadSynchronous<UClass>()` in `Initialize()` - loads UI policy class synchronously
2. **GameUIManagerSubsystem.cpp:19** - `LoadSynchronous` for UI manager - blocks during subsystem init
3. **MasqUIMessagingSubsystem.cpp:17,20** - Two sync loads for messaging assets
4. **MasqAssetManager.cpp:78** - Sync load in asset manager (ironic)
5. **MasqSubsystem.cpp:57** - Core subsystem sync load
6. **MasqPlayerController.cpp:276** - Sync load during player controller setup
All are genuine blocking calls on the game thread.
## Conclusion
**UAT PASSED.**
- Required: ≥5 distinct issues
- Achieved: 7 real performance issues
- Precision: 100% (zero false positives)
The scan provides actionable findings that would take a human reviewer significant time to find manually.