refactor(app): compose content effects and audio startup
Move Phase-2 startup behind typed composition/publication boundaries, replace the GameWindow-capturing PhysicsScript gate with a focused deferred source, and own animation-hook registrations reversibly. Make OpenAL construction and teardown transactional so every device, context, source, and buffer prefix is retryable without replay.
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12 changed files with 1901 additions and 152 deletions
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@ -54,7 +54,8 @@ public sealed class GameWindowSlice8BoundaryTests
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"GameWindowPlatformResult<GL, IInputContext> platform = AcquirePlatform();",
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"new HostInputCameraCompositionPhase(",
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"this).Compose(platform);",
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"_dats = RuntimeDatCollectionFactory.OpenReadOnly(_datDir);",
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"new ContentEffectsAudioCompositionPhase(",
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"this).Compose(platform, hostInputCamera);",
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"_runtimeSettings.ApplyStartup(",
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"new RuntimeSettingsStartupTargets(",
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"_uiHost = _retailUiLease.AcquireHost(",
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@ -342,6 +343,7 @@ public sealed class GameWindowSlice8BoundaryTests
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"new ResourceShutdownStage(\"frame borrowers\"",
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"new ResourceShutdownStage(\"session dependents\"",
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"new ResourceShutdownStage(\"live entities\"",
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"new ResourceShutdownStage(\"effect dispatch edges\"",
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"new ResourceShutdownStage(\"live entity dependents\"",
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"new ResourceShutdownStage(\"submitted GPU work\"",
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"new ResourceShutdownStage(\"render frontends\"",
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