refactor(app): make session start terminal

Move live-session startup and its existing diagnostics into the typed Phase-9 owner. GameWindow.OnLoad now ends immediately after that phase, so no callback binding, publication, or allocation can occur after the session becomes active.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-22 19:06:00 +02:00
parent 3628aeb520
commit 54244d31f1
11 changed files with 139 additions and 39 deletions

View file

@ -35,9 +35,10 @@ What does NOT go here:
every late edge explicitly. I.8a now owns the focused session factory,
command targets, and sole gameplay input subscriber before frame publication.
I.8b now owns the complete update/render construction, exact atomic frame
publication, and lifecycle resource snapshot source. `GameWindow.OnUpdate`
and `GameWindow.OnRender` are typed orchestration handoffs and the class is
1,919 raw lines. I.8cI.9 plus the remaining
publication, and lifecycle resource snapshot source. I.8c makes session
start the terminal `OnLoad` operation. `GameWindow.OnUpdate` and
`GameWindow.OnRender` are typed orchestration handoffs and the class is
1,910 raw lines. I.9 plus the remaining
shutdown/closeout
cleanup is active in
[`docs/architecture/code-structure.md`](architecture/code-structure.md).

View file

@ -739,10 +739,11 @@ diagnostic command targets, and sole gameplay input subscriber into Phase 7
before frame publication. I.8b moves the complete update/render construction
body into `FrameRootCompositionPhase`, publishes the pair through an exact
lease, and gives lifecycle resource sampling a focused source. `GameWindow` is
1,919 raw lines. I.8cL remain active, with terminal session start next. The
App gate passes 3,429 tests / 3 intentional skips and the complete Release suite
passes 7,801 tests / 5 intentional skips. The clean solution build retains only
the 17 test-project warnings tracked by #228; the I.8b corrected-diff review is
1,910 raw lines after I.8c makes live-session start the terminal `OnLoad`
operation. I.9L remain active, with the complete Checkpoint-I audit next. The
App gate passes 3,430 tests / 3 intentional skips and the complete Release suite
passes 7,802 tests / 5 intentional skips. The clean solution build retains only
the 17 test-project warnings tracked by #228; the I.8c corrected-diff review is
clean.
### 4.4 Exit criteria

View file

@ -104,11 +104,11 @@ controllers, selection/radar, landblock publishers, and portal/sky/particle
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 1,919 raw lines after I.8b, which also composes and atomically publishes the
complete update/render pair and extracts lifecycle resource sampling. I.8cI.9,
shutdown, canonical soak snapshots, and closeout checkpoints JL remain. The
App gate passes 3,429 tests / 3 intentional skips, the complete Release suite
passes 7,801 tests / 5 skips, and the I.8b corrected-diff review is clean.
now 1,910 raw lines after I.8c, which makes session start the terminal `OnLoad`
operation. I.9, shutdown, canonical soak snapshots, and closeout checkpoints
JL remain. The App gate passes 3,430 tests / 3 intentional skips, the complete
Release suite passes 7,802 tests / 5 skips, and the I.8c corrected-diff review
is clean.
This is a behavior-preserving structural program. Severe regressions still get
root-cause fixes in separate commits; ordinary feature work resumes with M4

View file

@ -62,11 +62,12 @@ session, hydration, local-player, combat, and teleport startup graph, including
named reversible late edges. I.8a adds the focused live-session runtime factory
and attaches command/input owners before frame publication. I.8b composes and
atomically publishes the complete frame pair and extracts lifecycle resource
sampling. `GameWindow` is 1,919 raw lines. I.8cI.9 and checkpoints JL remain
active. Issue #232 tracks
sampling. I.8c makes session start the terminal `OnLoad` operation.
`GameWindow` is 1,910 raw lines. I.9 and checkpoints JL remain active. Issue
#232 tracks
process-residency variance in the soak without loosening its leak threshold.
The App gate passes 3,429 tests / 3 skips, the complete Release suite passes
7,801 tests / 5 skips, and the I.8b corrected-diff review is clean.
The App gate passes 3,430 tests / 3 skips, the complete Release suite passes
7,802 tests / 5 skips, and the I.8c corrected-diff review is clean.
Carried:
#153 far-teleport residual, #116 slide-response, the remaining R6 ownership cleanup plus

View file

@ -297,8 +297,10 @@ ledger only after the complete pipeline is live.
input subscriber now belong to Phase 7 and publish before any frame root.
I.8b composes the unchanged update/render graph in a focused phase, publishes
the pair through an exact owned slot lease, and moves lifecycle resource
sampling out of the window. `GameWindow.cs` is 1,919 raw lines. I.8c terminal
session start is the active cut.
sampling out of the window. I.8c makes the exact session start and its
existing diagnostics the terminal `OnLoad` operation. `GameWindow.cs` is
1,910 raw lines. I.9 corrected-diff review and documentation closeout is the
active cut.
Checkpoint I remains active until I.9 closes the complete nine-phase pipeline.
## 6. Automated acceptance

View file

@ -1,6 +1,6 @@
# GameWindow Slice 8 — Checkpoint I.8 Frame Roots and Session Start
**Status:** Active — I.8aI.8b complete; I.8c terminal start next
**Status:** Complete 2026-07-22
**Parent:** `2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md`
@ -144,6 +144,12 @@ shutdown. Replacement is rejected atomically.
## 4. I.8c — terminal start and window cutover
**Completed 2026-07-22.** `SessionStartCompositionPhase` invokes the exact
Phase-7 host through the Phase-8 result and owns the existing missing-credential
and failed-start diagnostics. The phase call is the final statement in
`GameWindow.OnLoad`; no binding, publication, allocation, or diagnostics setup
follows it.
Add `SessionStartCompositionPhase` implementing
`ISessionStartCompositionPhase<FrameRootResult>`. It invokes only
`LiveSessionHost.Start(RuntimeOptions)` and preserves the existing diagnostics

View file

@ -29,8 +29,8 @@ audit.
- [x] H — give terrain atlas, sky shader, retained `UiHost`, and both frame roots
explicit single ownership and transfer seams.
- [ ] I — group `OnLoad` into small ordered, fakeable composition phases with
transactional partial-acquisition rollback. I.1I.8b are complete; I.8c
terminal session start is active. Detailed plan:
transactional partial-acquisition rollback. I.1I.8 are complete; I.9
corrected-diff review and checkpoint closeout is active. Detailed plan:
[`2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md`](2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md).
- [ ] J — move the exact retryable shutdown manifest to a focused lifetime
owner and prove all partial-load/reentrant/retry paths.

View file

@ -0,0 +1,47 @@
using AcDream.App.Net;
namespace AcDream.App.Composition;
internal sealed record SessionStartDependencies(
RuntimeOptions Options,
Action<string> Log);
/// <summary>
/// Terminal startup phase. Every callback, command target, and frame root is
/// already published when this owner asks the canonical session host to start.
/// </summary>
internal sealed class SessionStartCompositionPhase
: ISessionStartCompositionPhase<FrameRootResult>
{
private readonly SessionStartDependencies _dependencies;
public SessionStartCompositionPhase(SessionStartDependencies dependencies) =>
_dependencies = dependencies
?? throw new ArgumentNullException(nameof(dependencies));
public void Start(FrameRootResult frame)
{
ArgumentNullException.ThrowIfNull(frame);
LiveSessionStartResult result =
frame.SessionHost.Start(_dependencies.Options);
Report(result, _dependencies.Log);
}
internal static void Report(
LiveSessionStartResult result,
Action<string> log)
{
ArgumentNullException.ThrowIfNull(result);
ArgumentNullException.ThrowIfNull(log);
switch (result.Status)
{
case LiveSessionStartStatus.MissingCredentials:
log(
"live: ACDREAM_LIVE set but TEST_USER/TEST_PASS missing; skipping");
break;
case LiveSessionStartStatus.Failed:
log($"live: session failed: {result.Error}");
break;
}
}
}

View file

@ -1420,18 +1420,9 @@ public sealed class GameWindow :
livePresentation,
sessionPlayer);
AcDream.App.Net.LiveSessionStartResult liveStart =
frameRoots.SessionHost.Start(_options);
switch (liveStart.Status)
{
case AcDream.App.Net.LiveSessionStartStatus.MissingCredentials:
Console.WriteLine(
"live: ACDREAM_LIVE set but TEST_USER/TEST_PASS missing; skipping");
break;
case AcDream.App.Net.LiveSessionStartStatus.Failed:
Console.WriteLine($"live: session failed: {liveStart.Error}");
break;
}
new SessionStartCompositionPhase(
new SessionStartDependencies(_options, Console.WriteLine))
.Start(frameRoots);
}
private void OnUpdate(double dt)

View file

@ -0,0 +1,38 @@
using AcDream.App.Composition;
using AcDream.App.Net;
namespace AcDream.App.Tests.Composition;
public sealed class SessionStartCompositionTests
{
[Fact]
public void DiagnosticsPreserveMissingCredentialAndFailureMessagesOnly()
{
var messages = new List<string>();
SessionStartCompositionPhase.Report(
new LiveSessionStartResult(
LiveSessionStartStatus.MissingCredentials),
messages.Add);
SessionStartCompositionPhase.Report(
new LiveSessionStartResult(
LiveSessionStartStatus.Failed,
Error: new InvalidOperationException("boom")),
messages.Add);
SessionStartCompositionPhase.Report(
new LiveSessionStartResult(LiveSessionStartStatus.Disabled),
messages.Add);
SessionStartCompositionPhase.Report(
new LiveSessionStartResult(LiveSessionStartStatus.Connected),
messages.Add);
Assert.Equal(2, messages.Count);
Assert.Equal(
"live: ACDREAM_LIVE set but TEST_USER/TEST_PASS missing; skipping",
messages[0]);
Assert.StartsWith(
"live: session failed: System.InvalidOperationException: boom",
messages[1],
StringComparison.Ordinal);
}
}

View file

@ -66,7 +66,8 @@ public sealed class GameWindowSlice8BoundaryTests
"this).Compose(",
"new SessionPlayerCompositionPhase(",
"FrameRootResult frameRoots = new FrameRootCompositionPhase(",
"frameRoots.SessionHost.Start(_options)");
"new SessionStartCompositionPhase(",
".Start(frameRoots);");
string framePhase = File.ReadAllText(Path.Combine(
FindRepoRoot(),
@ -97,7 +98,7 @@ public sealed class GameWindowSlice8BoundaryTests
"_publication.PublishSessionPlayer(result);");
Assert.Equal(1, CountOccurrences(
body,
"frameRoots.SessionHost.Start(_options)"));
".Start(frameRoots);"));
string phaseOne = Slice(
File.ReadAllText(Path.Combine(
FindRepoRoot(),
@ -117,11 +118,22 @@ public sealed class GameWindowSlice8BoundaryTests
"if (firstKeyboard is not null && firstMouse is not null)",
phaseOne,
StringComparison.Ordinal);
string startPhase = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",
"AcDream.App",
"Composition",
"SessionStartComposition.cs"));
AssertAppearsInOrder(
startPhase,
"frame.SessionHost.Start(_dependencies.Options)",
"switch (result.Status)",
"case LiveSessionStartStatus.MissingCredentials:",
"case LiveSessionStartStatus.Failed:");
int start = body.IndexOf(
"frameRoots.SessionHost.Start(_options)",
".Start(frameRoots);",
StringComparison.Ordinal);
string postStart = body[start..];
Assert.Contains("switch (liveStart.Status)", postStart, StringComparison.Ordinal);
string postStart = body[(start + ".Start(frameRoots);".Length)..];
Assert.Empty(System.Text.RegularExpressions.Regex.Matches(
postStart,
@"(?m)^\s+_[A-Za-z]\w*\s*(?:\?\?=|=)"));
@ -343,7 +355,8 @@ public sealed class GameWindowSlice8BoundaryTests
"new WorldRenderCompositionPhase(",
"new SessionPlayerCompositionPhase(",
"new FrameRootCompositionPhase(",
"frameRoots.SessionHost.Start(_options)");
"new SessionStartCompositionPhase(",
".Start(frameRoots);");
string sessionPhase = File.ReadAllText(Path.Combine(
FindRepoRoot(),
"src",