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PulseFabric (Client)

This is a standalone client-side PulseThread SIS mod. It functions as a server–client bridge for PulseThread SIS servers, allowing servers to offload work and receive live ray-tracing snapshots.

PulseThread SIS Fabric Client

PulseThread SIS Fabric Client is a standalone client-side Fabric mod that provides a
controlled execution and offload surface for advanced server-driven workloads.

The mod runs independently on the client and exposes optional execution capabilities
that compatible servers may request and use. These capabilities allow servers to
offload selected perception, analysis, and advisory computation to participating
clients while remaining fully authoritative over gameplay.

PulseThread SIS Fabric Client is safe to install on its own.
If no compatible server requests offloaded work, the mod remains idle and does not
alter gameplay, visuals, or client behavior.

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Scope and Authority (Current)
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PulseThread SIS Fabric Client is NOT a server mod and does NOT replace server-side
plugins or logic.

All client-side computation is:
- server-initiated
- capability-gated
- budget-controlled
- advisory only

The client never makes gameplay decisions, applies world changes, or bypasses
server authority. Final validation, decision-making, and world mutation always
occur server-side through PulseThread SIS.

If the Fabric client is not present:
- the server continues to operate normally
- all workloads remain server-side
- no functionality is lost

The Fabric client is an optional optimization layer, not a requirement.

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Key Features
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- Standalone Fabric client mod (no server install required)
- Acts as a server–client execution bridge for PulseThread SIS
- Server-controlled, opt-in workload offloading
- Live ray-tracing snapshot execution and return
- Spatiotemporal caching (hot / warm / cold / execution tiers)
- Budget-aware and rate-limited computation
- Initial GPU-assisted execution with safe CPU fallback
- Server-defined execution profiles and parameters
- Compatible with server-distributed resource packs
- No client authority over game state or outcomes

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Design Goals
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- Reduce server-side perception and analysis workload
- Distribute expensive computation to clients safely
- Preserve full server authority at all times
- Avoid unsafe async or trust-based execution paths
- Remain lightweight, optional, and forward-compatible

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Future Scope and Direction
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While PulseThread SIS Fabric Client currently operates as a client-side companion
to server-hosted PulseThread SIS deployments, it is also the foundation for a
future Fabric-native execution framework.

Long-term goals include:
- evolving PulseFabric into a Fabric-focused execution and governance system
- exposing execution and scheduling surfaces tailored specifically for Fabric mods
- enabling mod-to-mod coordination and workload governance on Fabric platforms
- expanding client-side GPU utilization and compute pathways where appropriate
- supporting Fabric-specific execution models distinct from Bukkit/Paper

This future direction does NOT change the current safety model:
- server authority remains absolute
- client computation remains advisory unless explicitly designed otherwise
- execution remains policy-governed and budget-controlled

Current releases focus on stability, correctness, and validation before expanding
the execution surface or introducing Fabric-native orchestration.

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Operational Notes
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- The mod does nothing unless a compatible server explicitly requests offloaded work
- Servers may selectively enable, disable, or fall back from client-assisted execution
- All offloaded work is validated and governed by server policy
- Additional client-side workloads and GPU utilization are planned over time

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Compatibility
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Fabric client only.
Designed for use with PulseThread SIS servers.

PulseThread SIS Fabric Client introduces no gameplay changes, no visual changes,
and no standalone functionality outside of coordinated execution support.

The PulseFabric (Client) Team

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