# Qingtian PAL --- Detailed Record --- 2026-09-22

## 1. Architecture Direction

今天正式确认 Qingtian PAL 不采用"全部强行 OOP"的设计，而采用现代
pragmatic hybrid architecture：

-   Object / Domain Modeling
-   Component-based composition
-   State-driven behaviour
-   Event-driven coordination
-   Functional techniques
-   Data-oriented techniques
-   Stable Interfaces / Adapters
-   Local-first distributed architecture

核心原则：**Architecture first; technology second.**

Qingtian 的 logical identity 与 presentation technology 必须分离。PAL
Core 发送 semantic state，而 renderer 决定怎样显示。

``` text
Qingtian Character Object
├── Identity / Appearance
├── State
├── Behaviour
├── Outfit
├── Expression
├── Motion
├── Props
└── Scene
        ↓
Presentation / Renderer Adapter
├── 2D
├── 3D
└── Sun
```

PAL Core 不应发送 frame number、bone rotation 或 renderer-specific
command。

## 2. Gate v0.1.10A

**Name:** Qingtian Character Object & Presentation Architecture\
**Result:** PASS / FROZEN\
**Baseline:** `017cec6be1fd561d1920658d2a152f3fa1bf8650`\
**Commit / Final HEAD:** `f496494af389e1830dda566ea3121f4e4f51e29b`

主要决定：

-   One Qingtian Identity across AORUS, VICTUS, S24, Human, Sun and
    future renderers.
-   `Presentation Surface != Character Form != Activity / Motion`
-   Sun 成为 first-class fallback：Human → Animated Sun → Static Sun →
    Renderer Suspended。
-   Human → Sun 不销毁 identity、PAL state、memory/context、focus 或
    connection。
-   Existing authentication、sessions、heartbeat、30-second Core focus
    lease、persistence 和 restart behaviour 保持不变。

## 3. Gate v0.1.10B

**Name:** Character Renderer Technology Evaluation & Prototype Plan\
**Result:** PASS / FROZEN\
**Baseline:** `f496494af389e1830dda566ea3121f4e4f51e29b`\
**Commit / Final HEAD:** `972124521088a3bdae0ca415af0da702f4b4b0bd`

评估技术：

-   Rive
-   Spine
-   Live2D Cubism
-   Godot 2D
-   Godot 3D
-   Unity
-   WPF
-   Avalonia

PoC candidates：

-   **2D:** Godot built-in 2D cutout / skeleton
-   **3D:** Godot 3D skeletal animation

使用 Godot 两条路线可以让未来 VICTUS resource comparison
更受控。没有选择永久 renderer。

## 4. Gate v0.1.10C

**Name:** Godot 3D Floating Character Technical PoC\
**Result:** PASS / FROZEN\
**Baseline:** `972124521088a3bdae0ca415af0da702f4b4b0bd`\
**Commit / Final HEAD:** `dd23d14839701a91ecc5cbaab2fc468e7d397a31`\
**Godot:** Portable Godot 4.7.2

### EAGLE evidence

Headless smoke validation passed：

-   semantic input
-   Human/Sun switching
-   hide/render-loop suspension
-   restore logic
-   left/right orientation

### VICTUS real-device evidence

用户亲自验证：

-   transparent Windows background --- PASS
-   3D object visible over normal desktop/browser --- PASS
-   floating presentation --- PASS
-   left-drag reposition --- PASS
-   Human → Sun --- PASS
-   Sun → Human --- PASS
-   automatic Hide → Restore --- PASS
-   left/right movement --- PASS
-   left/right orientation --- PASS
-   safe middle-click exit --- PASS
-   no serious visual corruption observed
-   no obvious freeze/stutter observed
-   no material desktop interaction problem observed

截图显示 simple blue 3D technical test character 与 Sun fallback
都能在透明 Windows/browser 内容上正确显示。

### Important limitation

v0.1.10C 只建立 **technical feasibility**，并未证明 acceptable long-term
CPU/GPU/RAM/battery、最终 DPI/multi-monitor/hybrid-GPU 表现、正式高质量
Qingtian model 的资源需求，也没有选择 Godot 3D 为永久 renderer。

WPF Pet、PAL Core、authentication、focus、persistence、v0.1.9C 和
production 均未改变。

## 5. Rejected Walking Sprite Direction

早前 walking sprite packages v1/v2 继续保持 **REJECTED FOR
RUNTIME**。不要修复或整合，除非未来明确反转架构方向。它们只保留为
visual/motion reference。

项目已经从"生成/裁切大量 walking PNG frames"转向 Character Object +
replaceable renderer architecture。

## 6. Current Authoritative State

``` text
Repository:
~/qingtian-pal

HEAD:
dd23d14839701a91ecc5cbaab2fc468e7d397a31

Worktree:
clean

v0.1.10A:
PASS / FROZEN

v0.1.10B:
PASS / FROZEN

v0.1.10C:
PASS / FROZEN
```

## 7. Next Gate --- Tomorrow

### v0.1.10D --- Godot 3D Resource Benchmark

核心问题：

> Godot 3D can run, but is it light enough for Qingtian PAL to remain
> active for long periods on VICTUS?

继续使用 non-final technical test object，不制作 official Qingtian 3D
character。

Benchmark states：

``` text
Human Idle
Human Animated
Human Moving
Sun
Hidden / Suspended
```

Controlled measurements：

-   CPU
-   GPU
-   RAM
-   frame-time / effective FPS
-   startup behaviour
-   Human → Sun transition
-   Sun → Human transition
-   suspend / restore
-   idle resource consumption
-   battery discharge impact on VICTUS
-   obvious desktop-work interference

正式 thresholds 应基于实际 measured evidence，而不是测试前随意设定。

## 8. Planned Decision Sequence

``` text
v0.1.10D
Godot 3D Resource Benchmark
        ↓
v0.1.10E
Godot 2D Equal-Scope PoC / Benchmark
        ↓
Evidence Comparison
        ↓
Renderer Direction Decision
        ↓
Official Qingtian Character Pipeline
        ↓
Qingtian Human Character Development
```

## 9. Tomorrow Resume Instruction

从 `dd23d14839701a91ecc5cbaab2fc468e7d397a31` 开始，先确认 worktree
clean。

不要重做 v0.1.10A、v0.1.10B、v0.1.10C 或已经完成的 VICTUS
transparency/floating validation。

不要碰 paused v0.1.9C dual-device validation，除非明确返回该 Gate。

下一项工作专门是 **v0.1.10D resource benchmark planning/execution**。
