Auditing the Foundation
Before you can build fast, you have to know what’s actually broken.
We spent February 5th doing a full audit of the codebase — UI wiring, function exports, duplication — and we weren’t gentle. By the end of the day we had filed 23 GitHub issues across three categories: UI wiring gaps, function audit failures, and duplication problems.
What We Found
UI Wiring Gaps
Dead buttons everywhere. ShipServicesSubScreen was calling shipRename without a shipId. shipUpgrade had a parameter mismatch. The MapScreen’s Deploy Defenses button was a stub. Combat and repair buttons on CombatScreen — stubs. Stations screen — stubs. PlanetsScreen was rendering hardcoded data instead of hitting the backend at all.
These weren’t edge cases. These were the main flows.
Function Audit Failures
We ran a full audit of the Cloud Functions layer. What we found:
auth/bootstrap.tswas written in v2 syntax but never exported — the auth bootstrap literally didn’t exist- Ship restock functions were exported as callables when they’re supposed to be scheduled triggers
updateMissionProgress— a callable function that no UI code ever calls- Season automation functions exported but never invoked
- Shipyard management functions with no frontend service wired up
adminCreateEnhancedSeasondeprecated but still actively exported- Economy functions entirely commented out due to compilation errors
- Auto-destruction functions same deal — commented, broken
Duplication
Ship rename appeared in two screens. Ship upgrades in two screens. Mission board in two screens. We flagged those for consolidation — they’d been copied instead of abstracted.
Why We Did This
We were about to start a major build sprint. You don’t want to discover that a function doesn’t exist when you’re three features deep and blocked. Better to know now.
The 23 issues became our sprint backlog. Every “coming soon” on the starport redesign post? This audit is why those dates were real commitments, not vague promises.
The house needed an inspection. We did the inspection.