refactor(streaming): extract the update frame
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13 changed files with 912 additions and 184 deletions
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@ -18,7 +18,7 @@ never hidden behind a retry, delay, suppression flag, or reordered callback.
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- [x] B — extract the pre-network live-object presentation phase and the
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non-advancing post-network spatial reconciler; remove callbacks into
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`GameWindow` from `RetailLiveFrameCoordinator`.
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- [ ] C — extract streaming-origin convergence, observer selection, dungeon
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- [x] C — extract streaming-origin convergence, observer selection, dungeon
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collapse, streaming tick, and rescued-entity rebucketing.
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- [ ] D — extract dispatcher/raw-mouse/combat input sampling without changing
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movement-command or UI-capture semantics.
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@ -50,6 +50,17 @@ and removed animation/runtime/projectile back-references to `GameWindow`.
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Release tests, the 2,732-test App suite, and the full 7,090-test Release suite
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(5 fixture/environment skips); all three independent reviews are clean.
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Checkpoint C moved retained origin convergence, readiness, observer selection,
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sealed-dungeon collapse, streaming publication, and persistent live-projection
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rescue into `StreamingFrameController`. Production keeps streaming publication
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ahead of input and the live object/network barrier, so a same-frame
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CreateObject can enter the newly resident bucket. The focused 146-test Release
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selection, 2,754-test App suite, and complete 7,112-test Release suite (5
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fixture/environment skips) pass. Login-before-position, portal hold, outdoor
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and sealed/SeenOutside EnvCells, pending recenter, exact rescue rebucketing,
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GUID deletion, and session reset are pinned; all three corrected-diff reviews
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are clean. `GameWindow.cs` is now 8,569 raw lines.
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## 1. Outcome and non-goals
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At slice exit, `GameWindow.OnUpdate` starts the profiler scope and delegates one
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