refactor(app): close ordered startup composition
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16 changed files with 537 additions and 215 deletions
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@ -104,11 +104,12 @@ controllers, selection/radar, landblock publishers, and portal/sky/particle
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resources have transactional phase ownership and exact-owner late bindings.
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I.7 adds the complete streaming/session/hydration/local-player/teleport phase,
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including explicit reversible ownership for every late edge. `GameWindow` is
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now 1,910 raw lines after I.8c, which makes session start the terminal `OnLoad`
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operation. I.9, shutdown, canonical soak snapshots, and closeout checkpoints
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J–L remain. The App gate passes 3,430 tests / 3 intentional skips, the complete
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Release suite passes 7,802 tests / 5 skips, and the I.8c corrected-diff review
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is clean.
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now 1,945 raw lines after I.9 makes production invoke the same typed pipeline
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as the failure oracle and keeps session start terminal. Checkpoint I is
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complete; shutdown, canonical soak snapshots, and closeout checkpoints J–L
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remain. The App gate passes 3,431 tests / 3 intentional skips, the complete
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Release suite passes 7,803 tests / 5 skips, and the complete Checkpoint-I
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corrected-diff review is clean.
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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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@ -63,11 +63,13 @@ named reversible late edges. I.8a adds the focused live-session runtime factory
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and attaches command/input owners before frame publication. I.8b composes and
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atomically publishes the complete frame pair and extracts lifecycle resource
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sampling. I.8c makes session start the terminal `OnLoad` operation.
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`GameWindow` is 1,910 raw lines. I.9 and checkpoints J–L remain active. Issue
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#232 tracks
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`GameWindow` is 1,945 raw lines after I.9 routes production through the exact
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tested pipeline with explicit prior-result dependencies. Checkpoint I is
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complete and checkpoints J–L remain active. Issue #232 tracks
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process-residency variance in the soak without loosening its leak threshold.
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The App gate passes 3,430 tests / 3 skips, the complete Release suite passes
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7,802 tests / 5 skips, and the I.8c corrected-diff review is clean.
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The App gate passes 3,431 tests / 3 skips, the complete Release suite passes
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7,803 tests / 5 skips, and the complete Checkpoint-I corrected-diff review is
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clean.
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Carried:
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#153 far-teleport residual, #116 slide-response, the remaining R6 ownership cleanup plus
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@ -1,6 +1,6 @@
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# GameWindow Slice 8 Checkpoint I — ordered production composition
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**Status:** Active 2026-07-22.
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**Status:** Complete 2026-07-22.
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**Parent:**
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[`2026-07-22-gamewindow-slice-8-composition-lifecycle.md`](2026-07-22-gamewindow-slice-8-composition-lifecycle.md),
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Checkpoint I.
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@ -299,9 +299,19 @@ ledger only after the complete pipeline is live.
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the pair through an exact owned slot lease, and moves lifecycle resource
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sampling out of the window. I.8c makes the exact session start and its
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existing diagnostics the terminal `OnLoad` operation. `GameWindow.cs` is
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1,910 raw lines. I.9 corrected-diff review and documentation closeout is the
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active cut.
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Checkpoint I remains active until I.9 closes the complete nine-phase pipeline.
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1,910 raw lines.
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- I.9 found and corrected one structural defect: production manually repeated
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the phase order instead of invoking the executable pipeline used by failure
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tests, and several later phases received real platform/settings results only
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through surrounding captures. Production now enters the same fixed pipeline;
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platform and settings are explicit typed phase inputs and concrete phases
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reject mismatched result instances. Session start remains the terminal
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operation. Three corrected-diff passes covering behavior order, architecture/
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ownership, and adversarial failure/reentrancy are clean. `GameWindow.cs` is
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1,945 raw lines. App Release passes 3,431 tests / 3 intentional skips; the
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complete Release suite passes 7,803 tests / 5 intentional skips with only the
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17 pre-existing test-project warnings tracked by #228. No retail behavior or
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divergence changed. Checkpoint I is complete; Checkpoint J is active.
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## 6. Automated acceptance
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@ -28,9 +28,9 @@ audit.
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- [x] G — extract two-phase persisted settings/display/quality ownership.
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- [x] H — give terrain atlas, sky shader, retained `UiHost`, and both frame roots
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explicit single ownership and transfer seams.
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- [ ] I — group `OnLoad` into small ordered, fakeable composition phases with
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transactional partial-acquisition rollback. I.1–I.8 are complete; I.9
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corrected-diff review and checkpoint closeout is active. Detailed plan:
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- [x] I — group `OnLoad` into small ordered, fakeable composition phases with
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transactional partial-acquisition rollback. Production and failure tests now
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invoke the same pipeline and carry exact typed prior results. Detailed plan:
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[`2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md`](2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md).
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- [ ] J — move the exact retryable shutdown manifest to a focused lifetime
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owner and prove all partial-load/reentrant/retry paths.
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@ -627,6 +627,16 @@ corrected-diff reviews are clean. The complete Release suite passes 7,606 tests
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teleport transfer, and frame-root publication. Each concrete phase also
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proves transactional rollback of its internal acquisition prefix.
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Result: all nine production phases now run through the same executable pipeline
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as the prefix/failure oracle. Platform and settings results are explicit typed
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inputs wherever consumed; phases reject mismatched instances, all long-lived
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owners publish to focused lifetime slots, the frame pair publishes atomically,
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and session start is terminal. `GameWindow.cs` is 1,945 raw lines. Three
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corrected-diff passes are clean; App Release passes 3,431 tests / 3 skips and
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the complete Release suite passes 7,803 tests / 5 skips with the existing 17
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#228 warnings. No connected gate was required for the final structural
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correction; Checkpoint L retains the connected lifecycle and soak gates.
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### J — lifetime cutover and shutdown failure policy
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- Move the teardown-only stage records and shutdown manifest out of GameWindow.
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