docs(architecture): record GameWindow automated closeout
Reconcile the architecture, roadmap, milestones, issue ledger, session instructions, and durable memory with the 1,622-line native shell, canonical soak evidence, connected framebuffer comparison, and sole remaining user visual gate. Co-authored-by: Codex <codex@openai.com>
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11 changed files with 239 additions and 201 deletions
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@ -224,7 +224,7 @@ src/
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LiveEntityTeardown.cs -> failure-isolated multi-owner lifecycle drain
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RetailLiveFrameCoordinator.cs -> object/physics-before-network frame barrier
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Rendering/
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GameWindow.cs -> still owns too much runtime wiring
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GameWindow.cs -> native composition/callback shell
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LiveEntityAnimationScheduler.cs -> canonical ordinary live-object workset
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RetailStaticAnimatingObjectScheduler.cs -> retail static-animation workset
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StaticLiveRootCommitter.cs -> static root pose/collision commit boundary
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@ -820,8 +820,9 @@ Current movement/collision ownership:
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- **M3 landed 2026-07-21** with connected magic/portal acceptance and the final
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two-client observer gate; Track LH is the future presentation-independent
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Linux/headless extraction.
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- **The behavior-preserving thin-`GameWindow` ownership campaign is the active
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prerequisite before new M4 subsystem bodies.** Selection/interaction Slice 1
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- **The behavior-preserving thin-`GameWindow` ownership campaign has completed
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its implementation and automated closeout; only the user's final connected
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visual matrix remains before new M4 subsystem bodies.** Selection/interaction Slice 1
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landed with `WorldSelectionQuery`, `SelectionInteractionController`, and the
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shared retail inventory-request owner; Slice 2 moved final animation
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presentation into `LiveEntityAnimationPresenter`; Slice 3 moved the complete
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@ -843,9 +844,12 @@ Current movement/collision ownership:
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production pipeline and terminal session start are complete. Checkpoint J
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moves the exact shutdown dependency graph into `GameWindowLifetime`, whose
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typed roots preserve hard session/GPU barriers, reportable physical detach,
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retry/no-replay progress, and native-window-last release. `GameWindow` is
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1,625 raw lines; only the canonical soak instrumentation and final connected
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closeout checkpoints remain. The reconciled ledger and sequence live in
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retry/no-replay progress, and native-window-last release. Checkpoint K adds
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deferred same-frame canonical resource snapshots and closes #232 through two
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clean fresh-process nine-stop routes without weakening process limits.
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`GameWindow` is 1,622 raw lines; 293 focused tests, the 7,823/5 Release suite,
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connected lifecycle/reconnect, canonical soaks, corrected-diff reviews, and
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the Slice-7 framebuffer comparison pass. The reconciled ledger lives in
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`docs/architecture/code-structure.md`. This decision does not reclassify the
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remaining L.2 conformance work or Track LH.
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