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Atrinik client

The fresh MIT Atrinik client is a Rust 2024/SDL3 application independent of atrinik/classic, classic libatrinik, the editor, and write-capable content tooling. The replacement roadmap and provenance policy record that independent implementation history and govern any later, evidence-gated historical source reuse.

Development model

This client is part of Atrinik's agentic next-generation reimplementation and improvement of the human-developed Classic experience. It is fresh MIT-licensed Rust/SDL3 code—not a mechanical C translation or source port—and is developed primarily through Codex-driven workflows under maintainer direction, review, provenance controls, tests, and repository validation. “Agentic” describes the project's primary current software-development workflow; it does not mean that every line or commit is agent-written. Direct human-written code contributions are welcome under the same controls.

The game content and media presented by the client are external inputs, not part of the client's MIT-licensed code. Atrinik's pixel art, maps, stories, music, and sound effects remain human-created work with their exact authors, upstream credit, licenses, and notices. See the canonical project authorship statement and the replacement roadmap for the project-wide identity and implementation direction.

M1 architecture

released Game Protocol 1 -> protocol adapter -> revisioned domain events
             |                                    |
static directory -> directory adapter/cache       |
semantic input -> semantic actions -> pure session reducer -> immutable view
       ^                                          |                |
       |                                          v                v
 SDL3 platform                               UI model       scene adapter
                                                               |
                                                     released renderer

The session/action/UI-model core has no SDL3, GPU, network, filesystem, raw Protobuf, or renderer dependency. The SDL3 crate owns native window, input, clipboard, clock, and audio-device lifecycle. The scene adapter emits immutable frame input only; GPU ownership stays in atrinik/renderer. The released, exactly pinned atrinik-protocol crate terminates inside the protocol adapter. The renderer is not yet published to crates.io, so its narrow adapter remains a placeholder without sibling path/Git dependencies.

The default launch performs one bounded conditional read of exactly https://meta.atrinik.org/index.json. Canonical Game Protocol 1 directory data is filtered against complete build-time installed-content coordinates before it reaches display models. If those coordinates are not packaged yet, the client reports listed servers as incompatible rather than guessing. Discovery has a dedicated transactional public-data cache and does not affect explicitly configured direct connections. See the directory contract.

Build and test

Rust 1.97.1 is pinned. SDL 3.4.14 is acquired reproducibly from the checksummed sdl3-src crate and linked statically; no ambient system SDL is selected. Linux builders need the desktop, audio, input, and GPU development headers listed in tools/install-linux-native-deps.sh; CI installs them from the Ubuntu 24.04 runner repositories before compiling the locked SDL source.

cargo build --locked --workspace
cargo test --locked --workspace --all-targets
cargo run --locked --package atrinik-client -- version
cargo run --locked --package atrinik-client -- directory
cargo run --locked --package atrinik-client -- headless
SDL_VIDEODRIVER=dummy cargo run --locked --package atrinik-client -- window

Run tools/validate.sh for formatting, Clippy-as-errors, tests, architecture, provenance/parity, dependency/license/advisory, native-library, release, SBOM, and reproducibility gates.

Semantic-release creates an immutable version tag from main without exposing a partial GitHub release. A completion-triggered workflow resolves that exact tag and commit, builds Linux and Windows independently, and creates the release only after both packages pass. Manual dispatch can idempotently repair an existing tagged release without rebuilding from another revision.

Supported M1 platform matrix

Target SDL3 Window validation Renderer backend
Linux x86-64 3.4.14 static source build headless dummy plus optional desktop window Vulkan contract recorded; exercised when released renderer lands
Windows x86-64 MSVC 3.4.14 static source build compile/tests in CI; interactive smoke on release host D3D12 contract recorded; exercised when released renderer lands

Logical UI coordinates are integer-independent from physical pixels; SDL display scale is represented as bounded thousandths. Focus, suspend, full-screen, controller/audio hotplug and loss become explicit state transitions. Device loss never silently selects product behavior. Keyboard and controller navigation produce the same semantic inputs; text/IME remains distinct from keybindings.

No renderer backend is silently tested by the M1 placeholder. Vulkan/D3D12 runtime gates activate with the versioned renderer integration rather than claiming GPU coverage from an SDL-only window.

See ADR 0001, platform policy, and the machine-readable behavior matrix.

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Clean-room MIT-licensed Atrinik game client implemented in Rust with SDL3.

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