Production-Ready Event Sourcing #13
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Depends on
#20 Epic: Integrate event sourcing into game actions
aethyr/Aethyr
#21 Epic: Projection schema and rebuild capability
aethyr/Aethyr
#22 Epic: Event sourcing configuration and enablement
aethyr/Aethyr
#23 Epic: Event sourcing test coverage
aethyr/Aethyr
#148 Epic: ES Infrastructure and Configuration
aethyr/Aethyr
#151 Epic: Security Hardening — Upgrade Password Hashing
aethyr/Aethyr
#153 Epic: Hydration System Refactor
aethyr/Aethyr
#155 Epic: Peripheral GDBM Module Migration
aethyr/Aethyr
#159 Epic: Centralize ES Command Emission
aethyr/Aethyr
#162 Epic: Phase 2 — Dual Primary Write Mode
aethyr/Aethyr
#165 Epic: Phase 3 — ES Primary Read/Write
aethyr/Aethyr
#168 Epic: Phase 4 — GDBM Removal
aethyr/Aethyr
Reference: aethyr/Aethyr#13
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Background and Context
The event sourcing system was introduced in commit
1a6b78a2(June 2025) as an architectural initiative to add CQRS/ES capabilities to Aethyr using the Sequent framework with ImmuDB. While structurally substantial (~8,000 lines of code and documentation), the system was never finished and remains disabled by default.Current state: 15 event classes, 16 command classes, 3 domain aggregates, 2 separate ImmuDB event store implementations, dual-write hooks in Manager/Storage/GameObject, but zero integration with the 90+ game action commands, missing command handlers for inventory/equipment, no projection schema, and no working tests.
Expected Behavior (End State)
Event sourcing is a fully operational, optional subsystem that:
Acceptance Criteria
rebuild_world_stateperforms actual replay, not just verificationServerConfigwith documented defaults