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Roadmap
Fievetl edited this page Jul 4, 2026
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Open issues on the issue tracker, one line each.
| Issue | Title | Summary |
|---|---|---|
| #15 | future: pre-1.22 compatibility shim for the boot path | Isolate the exit-lifecycle API calls behind a version-adaptive shim to support Vintage Story 1.21.x and earlier; open question of whether demand justifies the cost. |
| #11 | test: missing E2E paths | Coverage gaps: an actual wall-clock watchdog timeout end-to-end, invoker fail-fast on an already-dead host, and [AtlasScenario] applied to a non-AtlasScenarioBase class. |
| #8 | bug: ServerSystemMonitor.Dispose NRE on repeated in-process boots (VS 1.22.2) | Investigate and report upstream the shutdown flake Atlas currently swallows. See Troubleshooting. |
| #7 | future: dimension-aware EntitiesIn/Area | Waiting on Manifold. Largely delivered in the Unreleased changelog (WorldArea, dimension-aware EntitiesIn, Area inheriting dimension); full custom-dimension end-to-end coverage still needs a real dimension-creating mod to validate against. |
| #4 | future: simulated player connections | Waiting on Manifold. v1 scenarios are server-side only through IWorldSession; no simulated client/player connection for behaviors that need one. |
| #3 | future: atlas run CLI facade | A standalone CLI reusing the runner-agnostic engine, without xUnit. |
| #2 | future: world snapshot/rollback for faster isolation | Faster per-scenario isolation than a full server/world reboot. |
| #1 | future: parallel scenario execution (multi-process orchestration) | Vintage Story's embedding statics forbid concurrent servers in one process; parallelism needs multi-process orchestration instead. |
Two items above are explicitly gated on Manifold (a custom-dimensions mod) becoming a real consumer of Atlas, rather than on further work inside Atlas itself:
-
#7: the dimension-aware query surface
(
WorldArea,EntitiesIn(WorldArea)) is implemented, but full end-to-end coverage of a second, custom dimension needs a dimension-creating mod to spawn one and assert query isolation against it. - #4: simulated player connections are useful once a consumer mod has player-triggered behavior that cannot be exercised purely server-side.