docs(architecture): close GameWindow regression handoff
Reconcile AGENTS.md and CLAUDE.md with the completed structural campaign, verified post-closeout interaction/radar/recall gates, and final Release counts. Record capped/RDP jump-pose cadence as deferred issue #235 without changing the retail object clock. Co-authored-by: Codex <codex@openai.com>
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@ -24,12 +24,12 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## Current queue — 2026-07-22
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## Current queue — 2026-07-23
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- **Structural handoff:** all eight `GameWindow` decomposition slices and the
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automated closeout are complete. The 1,622-line native shell has typed
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startup, frame, callback, and shutdown owners; 293 focused tests, the
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7,823/5 Release suite, the lifecycle/reconnect route, two canonical
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7,835/5 Release suite, the lifecycle/reconnect route, two canonical
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nine-stop soaks, and the Slice-7 framebuffer comparison pass. The user's
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connected visual matrix passed 2026-07-23, so the campaign is complete in
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[`docs/architecture/code-structure.md`](architecture/code-structure.md).
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@ -39,6 +39,9 @@ What does NOT go here:
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`#116` slide response. TS-50/TS-51/TS-53 are tracked in the divergence
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register.
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- **Deferred visual fidelity:** `#226` retail landscape detail overlay.
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- **Deferred frame-pacing fidelity:** `#235`, capped/RDP jump presentation
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aliases the retail 30 Hz object clock; uncapped Release presentation is
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smooth and physics, collision, and wire state remain correct.
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- **Build hygiene:** `#228` records 17 clean-Release test-project warnings;
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production compilation and all tests pass.
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@ -71,6 +74,40 @@ Copy this block when adding a new issue:
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---
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## #235 — Capped/RDP jump presentation aliases the 30 Hz object clock
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**Status:** OPEN
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**Severity:** LOW
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**Filed:** 2026-07-23
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**Component:** local animation / render interpolation / frame pacing
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**Description:** At the capped RDP presentation rate (about 31–32 FPS), the
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player's upward and downward jump animation can look stepped. The same build
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and route are visually smooth when uncapped.
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**Root cause / status:** The evidence points to cadence aliasing rather than a
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physics or protocol error. Retail advances object work on a fixed 30 Hz clock,
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and R6 correctly preserves that clock for motion, animation hooks, collision,
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and outbound truth. The existing render interpolation smooths the root
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position, but the animated part pose remains quantized to the last admitted
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object tick. When capped rendering lands close to the object-tick boundary,
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some visual frames repeat the same part pose. Do not change the retail object
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clock to fix this presentation-only symptom.
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**Files:** `src/AcDream.App/Rendering/LiveEntityAnimationPresenter.cs`;
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`src/AcDream.App/Rendering/LiveAnimationPresentationContext.cs`;
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the local-player render interpolation path.
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**Research:**
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[`docs/research/2026-05-06-issue-38-render-interp-pseudocode.md`](research/2026-05-06-issue-38-render-interp-pseudocode.md);
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[`docs/research/2026-07-19-r6-complete-root-frame-pseudocode.md`](research/2026-07-19-r6-complete-root-frame-pseudocode.md).
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**Acceptance:** At capped and uncapped presentation rates, a jump renders a
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smooth root and animated part pose while object-clock admission, animation
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hooks, collision, landing, and movement-wire cadence remain unchanged.
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---
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## #233 — Live skill-credit resolver used an ACE shortcut, not retail's formula
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**Status:** DONE (2026-07-22, GameWindow Slice 8 Checkpoint C)
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