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>
This commit is contained in:
Erik 2026-07-23 06:12:47 +02:00
parent 4f1c067a21
commit 20e2998adb
6 changed files with 70 additions and 12 deletions

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@ -24,12 +24,12 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## Current queue — 2026-07-22
## Current queue — 2026-07-23
- **Structural handoff:** all eight `GameWindow` decomposition slices and the
automated closeout are complete. The 1,622-line native shell has typed
startup, frame, callback, and shutdown owners; 293 focused tests, the
7,823/5 Release suite, the lifecycle/reconnect route, two canonical
7,835/5 Release suite, the lifecycle/reconnect route, two canonical
nine-stop soaks, and the Slice-7 framebuffer comparison pass. The user's
connected visual matrix passed 2026-07-23, so the campaign is complete in
[`docs/architecture/code-structure.md`](architecture/code-structure.md).
@ -39,6 +39,9 @@ What does NOT go here:
`#116` slide response. TS-50/TS-51/TS-53 are tracked in the divergence
register.
- **Deferred visual fidelity:** `#226` retail landscape detail overlay.
- **Deferred frame-pacing fidelity:** `#235`, capped/RDP jump presentation
aliases the retail 30 Hz object clock; uncapped Release presentation is
smooth and physics, collision, and wire state remain correct.
- **Build hygiene:** `#228` records 17 clean-Release test-project warnings;
production compilation and all tests pass.
@ -71,6 +74,40 @@ Copy this block when adding a new issue:
---
## #235 — Capped/RDP jump presentation aliases the 30 Hz object clock
**Status:** OPEN
**Severity:** LOW
**Filed:** 2026-07-23
**Component:** local animation / render interpolation / frame pacing
**Description:** At the capped RDP presentation rate (about 3132 FPS), the
player's upward and downward jump animation can look stepped. The same build
and route are visually smooth when uncapped.
**Root cause / status:** The evidence points to cadence aliasing rather than a
physics or protocol error. Retail advances object work on a fixed 30 Hz clock,
and R6 correctly preserves that clock for motion, animation hooks, collision,
and outbound truth. The existing render interpolation smooths the root
position, but the animated part pose remains quantized to the last admitted
object tick. When capped rendering lands close to the object-tick boundary,
some visual frames repeat the same part pose. Do not change the retail object
clock to fix this presentation-only symptom.
**Files:** `src/AcDream.App/Rendering/LiveEntityAnimationPresenter.cs`;
`src/AcDream.App/Rendering/LiveAnimationPresentationContext.cs`;
the local-player render interpolation path.
**Research:**
[`docs/research/2026-05-06-issue-38-render-interp-pseudocode.md`](research/2026-05-06-issue-38-render-interp-pseudocode.md);
[`docs/research/2026-07-19-r6-complete-root-frame-pseudocode.md`](research/2026-07-19-r6-complete-root-frame-pseudocode.md).
**Acceptance:** At capped and uncapped presentation rates, a jump renders a
smooth root and animated part pose while object-clock admission, animation
hooks, collision, landing, and movement-wire cadence remain unchanged.
---
## #233 — Live skill-credit resolver used an ACE shortcut, not retail's formula
**Status:** DONE (2026-07-22, GameWindow Slice 8 Checkpoint C)