LateBrake v0.5.38 — App Focus-Loss Epoch Integrity¶
SOURCE-ONLY GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Android APK/AAB, or installed playable game is included. GitHub-generated source ZIP/tar.gz archives are not installers.
Changes since v0.5.37¶
- CHECKPOINT EPOCH on already-paused OS interruption: Corrected a source-level race-integrity edge case. An operating system or platform can pause Unreal before the deactivation delegate arrives. Previously, focus loss latched but returned
false, so GameMode could skip checkpoint-session revision invalidation. - Distinct decisions: Portable
FocusLossTransitionnow returnsIgnored,SuspendedAlreadyPaused, orSuspendedNeedsWorldPause. Every first activation advances the checkpoint session revision, while only the latter requests another Unreal world pause. Duplicate OS callbacks do not create fresh epochs. - Safe motion continuity: An approach sample from before loss of focus can no longer be used with a post-resume crossing from a newly latched already-paused session. A fresh approach and crossing in the resumed session remains eligible for ordinary race progress.
- Regression coverage: The real C++20
AppFocusRaceGuardTests.cppnow exercises an already-paused world with realRaceProgress.cpp,CheckpointSessionTrace, andRaceSessionEpoch, plus repeated deactivations, paused clock safety, explicit resume, world-pause failure and menu/finish cases.AppFocusRaceBindingTests.pychecks the actual Unreal GameMode source ordering and new transition contract. - Updated device QA: The touch-control documentation calls for explicit OS-already-paused, duplicate deactivation, and checkpoint re-baseline tests on real packages.
Verification scope and explicit limitations¶
GitHub Actions compiles and runs the portable C++20 source suite on Ubuntu, Windows and macOS, Python Unreal source-binding checks, PowerShell packaging-policy fixtures and GitHub Pages smoke tests. The independent source-only release workflow pins the exact merged code revision and reruns full portable tests, including the focused AppFocusRaceGuard regression, before creating an asset-free pre-release.
No actual Unreal Engine 5.8 Editor/UHT build, cooked serialized .umap, true OS interruption delivery, Windows or Android installed gameplay, tested checkpoint physics, or compiled game package was verified by these source checks. The release deliberately ships zero playable/executable assets.
Remaining playable-build qualification¶
- Build Editor/UHT and game targets on an authorized UE 5.8 installation.
- Author, save and cook a real
/Game/Maps/LatebrakeCircuitmap. - Produce real Win64 and Android packages with verified source/map integrity.
- On installed devices, pause the game world before app deactivation, switch away, resume manually, and verify no stale gate baseline scores; ensure a new physical crossing does score. Test duplicate OS notifications and pause failure too.
- Record package-bound logs and QA evidence in checkpoint issue #31 and Android issue #13.
Author-created LateBrake source is BSD-3-Clause; Epic Unreal Engine and Epic-supplied assets retain their own licensing.
Source-only pre-release — zero playable files.