fix #424: a zero-area viewport skips the frame before any GPU work (alt-tab out of exclusive fullscreen crashed the pack-on client)
GLFW auto-iconifies an exclusive-fullscreen window on focus loss; for one frame the window size reads 0x0 while the swapchain is still created, so GameWindow.OnRender's PrepareFrame guard let a zero-area RenderFrameInput through. The retail path tolerated it silently; the render-pack controller correctly rejects a zero activation extent, which surfaced the latent frame as an unhandled ArgumentOutOfRangeException during the owner's VM6/VM3 gate. RenderFrameOrchestrator.Render now returns RenderFrameOutcome.ZeroArea before BeginFrame when either dimension is <= 0 (no GPU frame, phase, measurement, diagnostics or recovery runs) and GameWindow skips NoteFrameClosed for it. Test: ZeroAreaViewport_SkipsTheFrameBeforeAnyGpuWork. Verify: App hermetic lane 6,059/0 (Release). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -24,6 +24,36 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## #424 — Client crashed on alt-tab out of exclusive fullscreen: zero-area frame reached `RenderPackActivationExtent.Validate`
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**Status:** ✅ FIXED 2026-08-23 (same session it was found — the owner's VM6/VM3 gate launch).
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**Component:** rendering / frame orchestration (host minimised-window guard)
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**Symptom:** exclusive fullscreen 2560×1440, High pack, alt-tab to the desktop →
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`Unhandled exception. System.ArgumentOutOfRangeException: Activation extent must be
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positive. (Parameter 'Width')` at `RenderPackController.ApplyAtFrameBoundary`
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← `VulkanWorldScenePhase.Render` ← `GameWindow.OnRender`. Log:
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`artifacts/owner-gate/launch.err`.
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**Root cause:** GLFW auto-iconifies an exclusive-fullscreen window on focus
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loss. `GameWindow.OnRender` guards minimised windows through
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`VulkanGraphicsContext.PrepareFrame()`, but that only consults a *pending*
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recreate / swapchain existence — for the one frame between iconify and the
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present that reports OUT_OF_DATE, `_window.Size` already reads 0×0 while
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the swapchain is still "created", so a zero-area `RenderFrameInput` went
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down the full pipeline. Pre-campaign the retail path tolerated a 0×0
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viewport silently; Campaign AR's pack controller (correctly) refuses a
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zero activation extent, turning the latent zero-area frame into a crash.
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**Fix:** `RenderFrameOrchestrator.Render` returns
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`RenderFrameOutcome.ZeroArea` (flag `SkippedZeroArea`) BEFORE
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`BeginFrame` when either viewport dimension is ≤ 0 — no GPU frame, phase,
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measurement, diagnostics or recovery runs — and `GameWindow.OnRender` skips
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`NoteFrameClosed` for such a frame. Test:
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`RenderFrameOrchestratorTests.ZeroAreaViewport_SkipsTheFrameBeforeAnyGpuWork`
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(four extents). Not a workaround: a window with no area has nothing to
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render, and the rule now lives at the one seam every frame passes through.
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## #423 — Atmospheric ray/shadow/volumetric day-group policy keys on the raw day-group index, not the DAT-classified WeatherKind
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**Status:** OPEN — filed 2026-08-23 at Campaign VM VM6 (spot-check); pre-existing from Campaign AR.
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