docs(architecture): plan session and player composition

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Erik 2026-07-22 17:59:38 +02:00
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under the same ownership contract. `GameWindow.cs` is 2,840 raw lines; the
App gate passes 3,407 tests / 3 intentional skips and the complete Release
suite passes 7,779 tests / 5 intentional skips. I.7 session, streaming, and
hydration composition is the active cut.
hydration composition is the active cut; its ownership, rollback, and gate
contract is
[`2026-07-22-gamewindow-slice-8-checkpoint-i7-session-player.md`](2026-07-22-gamewindow-slice-8-checkpoint-i7-session-player.md).
Checkpoint I remains active until I.9 closes the complete nine-phase pipeline.
## 6. Automated acceptance

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# GameWindow Slice 8 — Checkpoint I.7 Session and Player Composition
**Status:** Active
**Parent:** `2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md`
**Scope:** Ordered-composition Phase 7 only
## 1. Outcome
Move the complete streaming, session, hydration, local-player, and teleport
construction body out of `GameWindow.OnLoad` without changing accepted
movement, network, world-reveal, combat, portal, or render-frame behavior.
`GameWindow` remains a write-only publication surface and shutdown shell.
This is a structural ownership move. It does not alter retail algorithms or
add a divergence-register row.
## 2. Exact production order
`SessionPlayerCompositionPhase` preserves the current order:
1. resolve near/far streaming radii from the immutable quality snapshot and
legacy override;
2. construct and start `LandblockStreamer` under immediate rollback ownership;
3. construct `StreamingController`, origin recentering, runtime settings
targets, and `WorldRevealCoordinator`;
4. construct the network-update bridge, sealed-dungeon classifier,
projection materializer, and world-origin coordinator;
5. construct and bind `LiveSessionController` plus local physics timestamps;
6. construct teardown, deletion, hydration, network-update, liveness, and
inbound-session owners;
7. bind component teardown, landblock hydration, parent acceptance,
same-generation network updates, entity-ready, and appearance-applied;
8. bind live combat operations;
9. construct mouse-look/gameplay input, streaming-frame, effect-frame,
spatial reconciliation, local animation/shadow/projection/frame, and
live-object frame owners;
10. construct player-mode and auto-entry owners and bind developer commands;
11. transfer the prepared portal tunnel into the sole local-teleport owner;
12. bind the teleport network sink and retained selection view plane;
13. publish one complete `SessionPlayerResult` and transfer rollback ownership.
No live connection starts in this phase. Terminal session start remains Phase
9 so a server cannot publish into a partial frame graph.
## 3. Typed inputs and outputs
`SessionPlayerDependencies` contains only stable App owners and state sources.
It never stores `GameWindow` or accepts a callback to a substantial window
method. Phase results supply content, render, interaction, and live-presentation
owners directly.
`SessionPlayerResult` carries the exact owners required by Phase 8 and
shutdown:
- streamer, streaming controller, origin recenter, and world reveal;
- live-session, hydration, network-update, liveness, and inbound-session
controllers;
- gameplay input, streaming-frame, local animation/shadow, live-object frame,
player-mode, and auto-entry owners;
- local teleport owner;
- one named runtime-binding aggregate.
`IGameWindowSessionPlayerPublication` publishes those exact identities only
after all mandatory resources and binds succeed. Replacement is rejected
before any field changes.
## 4. Focused owners and seams
### 4.1 Spawn-claim classifier
Move the memoized indoor spawn-claim range check from `GameWindow` into
`DatSpawnClaimHydrationClassifier`. It retains the exact cell-number boundary,
DAT lock, and one-claim memoization. The world-reveal coordinator receives its
typed `IsUnhydratable` method rather than a window callback.
### 4.2 Runtime bindings
`SessionPlayerRuntimeBindings` owns named exact-owner leases and releases them
in reverse order. Successful releases are removed immediately; failed releases
remain retryable without replaying completed work.
The aggregate owns:
- retained-UI live-session authority;
- runtime settings targets;
- live parent acceptance;
- hydration network bridge;
- exact `EquippedChildRenderController.EntityReady` delegate;
- exact `LiveEntityHydrationController.AppearanceApplied` delegate;
- combat attack operations;
- camera-pointer gameplay frame;
- developer player-mode and command-bus targets;
- local teleport network sink;
- retained selection view-plane authority.
The live-runtime component lifecycle remains attached through the Phase-6
binding owner because it must outlive session teardown and stay callable until
`LiveEntityRuntime.Clear` completes. Landblock-loaded hydration may use that
same late lifetime when its publisher outlives the session result.
### 4.3 Portal transfer
The prepared tunnel follows the existing single-owner transaction:
```text
Phase 6 fallback slot -> Phase 7 LocalPlayerTeleportController
```
If the destination factory throws, the fallback retains the tunnel. Once the
controller exists, Phase 7 immediately owns it for rollback. A later failure
disposes the controller and tunnel exactly once; the fallback is already empty.
### 4.4 Streamer and session rollback
The streamer is scope-owned before `Start`. Any later Phase-7 failure disposes
it, which joins the worker and releases pending work. The live-session
controller is also scope-owned immediately. Rollback order is:
1. detach external bindings;
2. dispose local teleport if transfer completed;
3. dispose live-session ownership;
4. dispose the streamer;
5. aggregate and retain any incomplete cleanup for retry.
Normal shutdown remains behaviorally ordered: quiesce input, gracefully retire
the live session and reset graph, withdraw frame borrowers, detach Phase-7
bindings, stop the streamer, clear live entities, then release presentation and
GL owners.
## 5. Publication and cutover
- `OnLoad` calls one `SessionPlayerCompositionPhase.Compose(...)` paragraph.
- The old radius, streamer, session, hydration, player, and teleport
construction body is deleted.
- Phase 8 consumes `SessionPlayerResult`; it does not rediscover the new owners
through nullable window fields.
- Existing steady-state/reset code may temporarily read published fields until
Checkpoint I.8 completes the root cutover.
- No second GUID map, world state, input subscriber, portal owner, or session
authority is introduced.
## 6. Automated gates
### Construction and rollback
- exact construction trace, including streamer-start and portal-transfer
positions;
- failure before and after streamer start stops the worker exactly once;
- failure at every bind/publication boundary releases in reverse order;
- partial cleanup retries only failed edges and never replays completed ones;
- portal destination-factory failure preserves fallback ownership;
- later failure disposes the transferred teleport owner exactly once;
- publication rejects replacement atomically.
### Binding and lifetime
- exact-owner unbind and stale-token rejection for every new deferred seam;
- `EntityReady` and `AppearanceApplied` detach the exact delegates once;
- callbacks are safe before bind and inert after deactivation where the source
contract permits it;
- live-runtime component teardown stays bound until live records are cleared;
- session/UI/command targets cannot retain a failed Phase-7 graph;
- runtime settings targets do not replay startup values when bound;
- no duplicate input, combat, streamer, hydration, or portal owner.
### Behavior and structure
- live/offline gates and initial placeholder origin remain unchanged;
- near/far and legacy radius selection are byte-for-byte equivalent;
- spawn-claim cell boundaries preserve the former memoized behavior;
- session packet routing, hydration order, combat target selection, player-mode
auto-entry, and portal presentation remain unchanged;
- `GameWindow` contains no Phase-7 construction body or spawn-claim algorithm;
- App Release tests, clean solution Release build, and full Release tests pass;
- source/divergence audit and three self-review passes are clean.
## 7. Exit evidence
I.7 is complete when Phase 7 is the production path, every Phase-7 external
edge has explicit reversible ownership, failure and retry gates pass, the old
window body is gone, documentation/memory report the measured class size and
test totals, and the commit is independently buildable. I.8 then composes the
update/render roots and terminal session start over the typed result graph.