docs(runtime): close local movement ownership
Record the exact J5.4 automated, lifecycle/reconnect, and nine-stop movement evidence; advance the Modern Runtime program to J5.5; and synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, rollback, and durable research pointers. Co-authored-by: Codex <noreply@openai.com>
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11 changed files with 135 additions and 34 deletions
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@ -231,7 +231,7 @@ src/
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InteractionState.cs -> presentation-free cursor-target mode state
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RuntimeInteractionTransactionState.cs -> use/appraisal/pickup FIFO,
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exact approach and busy borrower
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-> J3–J4 and J5.1–J5.3 complete; J5.4 local movement/cadence active
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-> J3–J4 and J5.1–J5.4 complete; J5.5 per-session physics active
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-> may reference Core, Core.Net, Content, and Plugin.Abstractions only
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-> must never reference App, UI, Silk.NET, OpenAL, Arch, or ImGui
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@ -504,7 +504,11 @@ combat-target, combat-mode, and spell-cast intent children. Retained bars and
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graphical input adapters borrow those exact owners, while direct Runtime
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commands drive the same operations and snapshots. App retains world/content
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queries, transport, animation, sound, particles, and response text
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(`20df9d15`). J5.4 next moves canonical local movement and outbound cadence.
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(`20df9d15`). `RuntimeLocalPlayerMovementState` owns the exact local movement
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controller, construction seam, autorun latch, typed view, and terminal ledger;
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graphical input and direct commands borrow that owner, and outbound
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MTS/jump/AP cadence lives in Runtime (`aa3f4a60`). J5.5 next moves per-session
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physics and remote simulation.
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`GpuWorldState` owns spatial buckets only and retains the exact projection key
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through loaded/pending movement, landblock retirement/reload, origin recenter,
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@ -474,10 +474,10 @@ useful ordering seam, but its ownership status is **partial**.
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| Inbound/object-frame order | **Complete App orchestration** | `UpdateFrameOrchestrator` owns the complete typed host phase graph; `RetailInboundEventDispatcher`, `RetailLiveFrameCoordinator`, `LiveObjectFrameController`, `LiveSpatialPresentationReconciler`, streaming/input/teleport/player-mode/camera owners preserve the accepted order. `GameWindow.OnUpdate` is one profiler-scoped handoff (`e91f3102`). |
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| World reveal | **Complete** | `WorldRevealCoordinator` owns login/portal readiness, generation quiescence, and the exact streaming destination reservation. Login auto-entry and portal completion close only their active generation; stale completion cannot clear its replacement. Delayed portals retain the authored tunnel and centered retail wait notice rather than force-revealing incomplete content. Quiesced destination projections may become spatially resident for renderer preparation while all availability-gated gameplay consumers stay closed. |
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| Retained gameplay UI | **Mostly complete feature ownership** | `RetailUiRuntime` and focused panel/controllers own layout and behavior. `GameWindow.OnLoad` still performs substantial service composition, which is allowed until the final composition cleanup. |
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| Action/combat/magic | **J5.1–J5.3 complete; J5.4 active** | Runtime `RuntimeActionState` owns the exact selection, temporary target mode, interaction transactions, combat attack/target/mode, and spell-cast intent children. Interaction owns use/appraisal/pickup identity, ordered FIFO, and exact post-arrival token while borrowing J4's sole busy gate. Retained bars, input, world/content queries, transport, lighting, toasts, drag/drop, and effects remain App adapters/presentation. No parallel App owner remains (`b298f99f`, `f5f7b417`, `20df9d15`). |
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| Action/combat/magic/movement | **J5.1–J5.4 complete; J5.5 active** | Runtime `RuntimeActionState` owns the exact selection, temporary target mode, interaction transactions, combat attack/target/mode, and spell-cast intent children. Interaction owns use/appraisal/pickup identity, ordered FIFO, and exact post-arrival token while borrowing J4's sole busy gate. `RuntimeLocalPlayerMovementState` owns the exact local controller, construction seam, autorun latch, typed view, and outbound MTS/jump/AP cadence. Retained bars, physical input, world/content queries, transport, lighting, toasts, drag/drop, effects, and animation remain App adapters/presentation. No parallel App owner remains (`b298f99f`, `f5f7b417`, `20df9d15`, `aa3f4a60`). |
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| Landblock presentation | **Complete** | `LandblockBuildFactory` owns the captured-origin DAT transaction; concrete render/physics/DAT-static publishers and `LandblockPresentationPipeline` own typed-meter publication and exact retryable retirement. `StreamingController` owns stable destination/control/unload/Near/Far queues and destination reservation. CPU mesh-cache restaging requires an exact live owner. `StreamingOriginRecenterCoordinator` serializes old-window retirement with teleport/session origin lifetimes. `GameWindow` retains construction and one pipeline field only (`c79d0a49`, closeout `4a205a3e`; Slice E closeout `91e82c3c`). |
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| Render-frame orchestration | **Complete** | `RenderFrameOrchestrator` owns the GPU-flight, resource, world/PView/shared-alpha, private-presentation, diagnostics, screenshot, and recovery graph. `GameWindow.OnRender` takes one logical window-size snapshot and performs one immutable handoff (`9d7df1bf`). |
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| Unified `GameEntity` | **Slice J active at J5.4** | Canonical identity, retained-object lifetime, direct views, ordered entity/object deltas, J4 gameplay state, and J5.1–J5.3 action/combat/magic state share failure-safe Runtime owners while exact graphical sidecars stay in App. J5.4–J7 move movement/physics/projectiles and remaining world authority before one Runtime composition root. |
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| Unified `GameEntity` | **Slice J active at J5.5** | Canonical identity, retained-object lifetime, direct views, ordered entity/object deltas, J4 gameplay state, and J5.1–J5.4 action/combat/magic/movement state share failure-safe Runtime owners while exact graphical sidecars stay in App. J5.5–J7 move physics/projectiles and remaining world authority before one Runtime composition root. |
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### 4.3 Revised extraction sequence
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