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>
This commit is contained in:
Erik 2026-07-22 20:52:25 +02:00
parent 69650b1946
commit 5c955c36ec
11 changed files with 239 additions and 201 deletions

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@ -1,6 +1,6 @@
# acdream — strategic roadmap
**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 17 and Slice 8 checkpoints AJ are complete, with only canonical soak instrumentation and final closeout checkpoints KL 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.
**Status:** Living document. Updated 2026-07-22. **M3 landed; M4 is next after the final `GameWindow` visual handoff.** 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. All eight slices of the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md) and their automated closeout are complete; only the user's connected visual matrix remains. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
**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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@ -108,11 +108,15 @@ now 1,945 raw lines after I.9 makes production invoke the same typed pipeline
as the failure oracle and keeps session start terminal. Checkpoint J extracts
the exact shutdown dependency graph into `GameWindowLifetime`, with typed
immutable roots, hard session/GPU barriers, reportable physical cleanup,
retry/no-replay state, and native-window-last terminal reporting. The host is
now 1,625 raw lines. Only canonical soak snapshots and closeout checkpoints
KL remain. The App gate passes 3,441 tests / 3 intentional skips, the complete
Release suite passes 7,813 tests / 5 skips, and the complete Checkpoint-J
corrected-diff review is clean.
retry/no-replay state, and native-window-last terminal reporting. The host was
1,625 raw lines after J.
Checkpoint K adds deferred, acknowledged, same-frame canonical resource
snapshots and closes #232 through two clean fresh-process nine-stop routes.
The shell is 1,622 raw lines. All 293 focused tests, App Release 3,451/3, the
complete Release suite 7,823/5, connected lifecycle/reconnect, both canonical
soaks, three corrected-diff reviews, and the exact Slice-7 framebuffer
comparison pass. Only the user's final connected visual matrix remains.
This is a behavior-preserving structural program. Severe regressions still get
root-cause fixes in separate commits; ordinary feature work resumes with M4