refactor(app): extract focused window lifetime
Move the exact retryable shutdown manifest, typed root snapshot, terminal reporting, and native-window-last release out of GameWindow. Keep session and GPU convergence as hard barriers while reporting persistent physical callback cleanup without stranding dependent owners. Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
parent
5a55d08106
commit
31e6e192b3
21 changed files with 1297 additions and 572 deletions
|
|
@ -1,6 +1,6 @@
|
|||
# acdream — strategic roadmap
|
||||
|
||||
**Status:** Living document. Updated 2026-07-22. **M3 landed; M4 is next after the active `GameWindow` structural prerequisite.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. The current program is the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md); Slices 1–7 and Slice 8 checkpoints A–H are complete, with the remaining composition/shutdown checkpoints active. New M4 quest/emote/character-creation feature bodies wait until that campaign is complete. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
|
||||
**Status:** Living document. Updated 2026-07-22. **M3 landed; M4 is next after the active `GameWindow` structural prerequisite.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. The current program is the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md); Slices 1–7 and Slice 8 checkpoints A–J are complete, with only canonical soak instrumentation and final closeout checkpoints K–L active. New M4 quest/emote/character-creation feature bodies wait until that campaign is complete. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
|
||||
**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
|
||||
|
||||
---
|
||||
|
|
@ -105,10 +105,13 @@ resources have transactional phase ownership and exact-owner late bindings.
|
|||
I.7 adds the complete streaming/session/hydration/local-player/teleport phase,
|
||||
including explicit reversible ownership for every late edge. `GameWindow` is
|
||||
now 1,945 raw lines after I.9 makes production invoke the same typed pipeline
|
||||
as the failure oracle and keeps session start terminal. Checkpoint I is
|
||||
complete; shutdown, canonical soak snapshots, and closeout checkpoints J–L
|
||||
remain. The App gate passes 3,431 tests / 3 intentional skips, the complete
|
||||
Release suite passes 7,803 tests / 5 skips, and the complete Checkpoint-I
|
||||
as the failure oracle and keeps session start terminal. Checkpoint J extracts
|
||||
the exact shutdown dependency graph into `GameWindowLifetime`, with typed
|
||||
immutable roots, hard session/GPU barriers, reportable physical cleanup,
|
||||
retry/no-replay state, and native-window-last terminal reporting. The host is
|
||||
now 1,625 raw lines. Only canonical soak snapshots and closeout checkpoints
|
||||
K–L remain. The App gate passes 3,441 tests / 3 intentional skips, the complete
|
||||
Release suite passes 7,813 tests / 5 skips, and the complete Checkpoint-J
|
||||
corrected-diff review is clean.
|
||||
|
||||
This is a behavior-preserving structural program. Severe regressions still get
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue