docs(runtime): close gameplay-state ownership
Record J4.5 canonical shortcut and spellbook command ownership, combined failure and graphical/headless parity evidence, the 8,544-test Release gate, exact-binary lifecycle and nine-stop acceptance, rollback instructions, and the J5 boundary. Co-authored-by: Codex <noreply@openai.com>
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@ -477,7 +477,7 @@ useful ordering seam, but its ownership status is **partial**.
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| Selection/interaction | **Complete** | `WorldSelectionQuery` owns read-only picking/classification/range queries; `SelectionInteractionController` owns selection intent, Use/PickUp transport, exact-incarnation queues, and auto-walk deferral; `ItemInteractionController` owns ItemHolder policy plus the shared retail inventory-request transaction. `GameWindow` retains construction and narrow lifecycle forwarding only. |
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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 J4** | Canonical identity, retained-object lifetime, direct views, and the ordered entity/object delta stream share one failure-safe Runtime owner while exact graphical sidecars stay in App. J4–J7 now move the remaining coherent gameplay lifetime groups before one Runtime composition root. |
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| Unified `GameEntity` | **Slice J active at J5** | Canonical identity, retained-object lifetime, direct views, ordered entity/object deltas, and J4 gameplay state share failure-safe Runtime owners while exact graphical sidecars stay in App. J5–J7 move movement/physics/interaction/combat and world authority before one Runtime composition root. |
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### 4.3 Revised extraction sequence
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