docs(plan): complete GameWindow slice 4
This commit is contained in:
parent
aa90c64666
commit
2b10e91e07
7 changed files with 81 additions and 36 deletions
|
|
@ -38,9 +38,19 @@ tests with five intentional skips. Its connected gate passed capped login,
|
|||
five travel/revisit checkpoints, graceful close, and uncapped fresh-process
|
||||
reconnect in 306 seconds.
|
||||
|
||||
**Next:** Slice 4 extracts live-entity App integration into focused hydration
|
||||
and network-update controllers over the existing canonical
|
||||
`LiveEntityRuntime`, without adding a second GUID or resource owner.
|
||||
Slice 4 live-entity App integration landed 2026-07-21: focused hydration,
|
||||
retryable teardown, inbound authority, network-update, equal-generation
|
||||
CreateObject, and reusable motion-runtime owners now sit over the canonical
|
||||
`LiveEntityRuntime`. No extracted owner adds a second GUID dictionary.
|
||||
`GameWindow` is now 10,301 lines, 267 fields, and 163 methods; the Release suite
|
||||
passes 6,940 tests with five intentional skips. The 310-second connected R6
|
||||
gate passed seven destinations/revisits, movement/jump/combat exercises, and
|
||||
graceful close.
|
||||
|
||||
**Next:** Slice 5 extracts DAT-backed landblock build, publication, demotion,
|
||||
and retirement into `LandblockPresentationPipeline` while preserving
|
||||
`StreamingController` residency decisions and `GpuWorldState` spatial
|
||||
ownership.
|
||||
|
||||
This is a behavior-preserving structural program. Severe regressions still get
|
||||
root-cause fixes in separate commits; ordinary feature work resumes with M4
|
||||
|
|
|
|||
|
|
@ -17,10 +17,12 @@ layer, the active structural prerequisite is the behavior-preserving
|
|||
`GameWindow` decomposition in
|
||||
[`docs/architecture/code-structure.md`](../architecture/code-structure.md).
|
||||
The 2026-07-21 audit baseline was 15,723 lines, 278 fields, and 205 methods.
|
||||
Selection/interaction Slice 1, live-animation-presentation Slice 2, and
|
||||
complete live-session ownership Slice 3 are complete. `GameWindow` is now
|
||||
14,310 lines, 274 fields, and 190 methods. Slice 4 — live-entity App
|
||||
integration — is active next.
|
||||
Selection/interaction Slice 1, live-animation-presentation Slice 2, complete
|
||||
live-session ownership Slice 3, and live-entity App integration Slice 4 are
|
||||
complete. `GameWindow` is now 10,301 lines, 267 fields, and 163 methods. The
|
||||
full Release suite passes 6,940 tests / 5 skips, and Slice 4's seven-destination
|
||||
connected R6 route passed in 310 seconds. Slice 5 — landblock presentation —
|
||||
is active next.
|
||||
|
||||
Carried:
|
||||
#153 far-teleport residual, #116 slide-response, the remaining R6 ownership cleanup plus
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
# GameWindow Slice 4 — live-entity App integration
|
||||
|
||||
**Status:** Active 2026-07-21.
|
||||
**Status:** Complete 2026-07-21.
|
||||
**Parent program:** [`docs/architecture/code-structure.md`](../architecture/code-structure.md), Slice 4.
|
||||
**Baseline:** `ed9dc366`; `GameWindow.cs` is 14,310 lines, 274 fields, and
|
||||
190 methods before this slice. Release baseline: 6,714 passed / 5 skipped.
|
||||
|
|
@ -30,10 +30,10 @@ them inside a mechanical extraction.
|
|||
identity across leave-world/re-entry. Landed in `fe551496`; 6,877 Release
|
||||
tests passed / 5 skipped after three clean retail, architecture, and
|
||||
adversarial re-reviews on 2026-07-21.
|
||||
- [ ] E — Delete/prune and retryable exact-incarnation teardown ownership.
|
||||
- [ ] F — Position/Vector/State/Movement controller, same-generation CreateObject
|
||||
- [x] E — Delete/prune and retryable exact-incarnation teardown ownership.
|
||||
- [x] F — Position/Vector/State/Movement controller, same-generation CreateObject
|
||||
tail, independent authority gates, and direct inbound cutover.
|
||||
- [ ] G — `GameWindow` cleanup, three-agent review cycle, full Release suite,
|
||||
- [x] G — `GameWindow` cleanup, three-agent review cycle, full Release suite,
|
||||
connected gates, documentation, and durable memory closeout.
|
||||
|
||||
## 1. Outcome and non-goals
|
||||
|
|
@ -343,6 +343,20 @@ skips and no errors; all three corrected-diff re-reviews were clean.
|
|||
- Route session callbacks directly and remove old GameWindow handlers.
|
||||
- Full Release build/test; review cycle.
|
||||
|
||||
Completed in `aa90c646`. `LiveEntityNetworkUpdateController` now owns accepted
|
||||
Position, Vector, State, and Movement routing;
|
||||
`LiveEntitySameGenerationUpdateRouter` owns the retail equal-generation
|
||||
CreateObject tail. `LiveEntityInboundAuthorityGate` pins the exact record,
|
||||
independent channel authority, and velocity authority before any reentrant App
|
||||
callback. `LiveEntityMotionRuntimeController` owns the shared physics-host,
|
||||
Setup, MoveTo/Sticky, Hidden-target, and server-controlled-cycle policy behind
|
||||
a once-bound construction bridge. ForcePosition preserves retail's
|
||||
blip-then-immediate-F7B1 order and stamps the exact Position snapshot serialized
|
||||
on the wire. Focused tests cover stale/equal/wrapped timestamps, callback
|
||||
replacement, GUID reuse, projectile/body/remote Vector precedence, mixed
|
||||
same-generation routing, bridge binding, and the exact 56-byte autonomous
|
||||
position payload. All three corrected-diff re-reviews were clean.
|
||||
|
||||
### G — closeout
|
||||
|
||||
- Structural tests prove both controllers lack identity dictionaries and
|
||||
|
|
@ -358,6 +372,16 @@ skips and no errors; all three corrected-diff re-reviews were clean.
|
|||
ledger, `AGENTS.md`/`CLAUDE.md` when current-state pointers change, and
|
||||
durable GameWindow/live-runtime memory.
|
||||
|
||||
Completed 2026-07-21. `GameWindow` fell from the Slice-3 baseline of 14,310
|
||||
lines to 10,301 lines; its top-level field and method declarations are now 267
|
||||
and 163. Release build completed with zero warnings/errors and the full suite
|
||||
passed 6,940 tests with five intentional skips. The 310-second connected R6
|
||||
route passed login, Caul/Sawato/Rynthid/Aerlinthe/Sawato-revisit/Holtburg/
|
||||
Caul-return materialization, turn sampling, three locomotion/jump/combat
|
||||
exercises, and graceful close. Live-server population churn, previously known
|
||||
missing DAT VFX diagnostics, and empty world-edge landblocks remained warnings,
|
||||
not lifecycle failures. Slice 5 is the next structural owner boundary.
|
||||
|
||||
## 5. Adversarial acceptance matrix
|
||||
|
||||
Automated acceptance includes:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue