refactor(input): own gameplay action routing
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup. Co-authored-by: Codex <codex@openai.com>
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# acdream — strategic roadmap
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**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–E 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.
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**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–F 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.
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**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.
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---
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@ -79,7 +79,7 @@ second synchronized soak pass with graceful exits, and the six stable PNG
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checkpoints preserve Slice 6 presentation. Issue #232 tracks the coarse
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process-residency gate's diagnostic blind spot; no tolerance was loosened.
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Final Slice 8 composition/shutdown cleanup is active. Checkpoints A–E now own
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Final Slice 8 composition/shutdown cleanup is active. Checkpoints A–F now own
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the frozen shell boundary, all nine native callback edges, live-session
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reset/selection/entry/route composition, and world clock/sky/day/weather/
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AdminEnvirons state. Checkpoint E adds reversible, transactional Silk,
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@ -87,9 +87,12 @@ dispatcher, retained-UI, and devtools input edges; a focused raw pointer owner;
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and one physical framebuffer-size publisher. Logical callback cutoff and
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live-session retirement precede physical removal, so failed device detach
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cannot block graceful transport close. `GameWindow` is 4,266 lines / 194
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fields / 65 methods; the Checkpoint E Release suite passes 7,477 tests / 5
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skips. Gameplay routing, settings, startup/resource transfer, shutdown, soak,
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and closeout checkpoints F–L remain.
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fields / 65 methods. Checkpoint F adds the sole gameplay action-priority
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subscriber, typed combat/diagnostic/general commands, and a reversible
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retained-root item-drop binding. `GameWindow` is now 4,057 lines / 198 fields /
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54 methods; the Checkpoint F Release suite passes 7,524 tests / 5 skips.
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Settings, startup/resource transfer, shutdown, soak, and closeout checkpoints
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G–L remain.
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This is a behavior-preserving structural program. Severe regressions still get
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root-cause fixes in separate commits; ordinary feature work resumes with M4
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