refactor(app): compose session and player startup
Move streaming, live-session, hydration, local-player, combat, and teleport construction behind the typed Phase-7 boundary. Add exact-owner runtime bindings and focused spawn-claim classification so partial startup rolls back without retaining old session targets while preserving the accepted construction and frame dependencies. Co-authored-by: Codex <codex@openai.com>
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@ -97,15 +97,17 @@ runtime-target binding without replay, and one current/toon settings owner.
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`GameWindow` is 3,663 lines / 162 fields / 37 methods at G. Checkpoint H adds
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sole terrain-atlas and sky-shader roots, one retained Host/runtime lease, an
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atomic update/render frame-root pair, prepared portal fallback/transfer, and
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checked retryable GL leaf construction and state mutation. Checkpoint I.1–I.6
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checked retryable GL leaf construction and state mutation. Checkpoint I.1–I.7
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now provide the executable ordered startup pipeline through retained UI and
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live presentation. The canonical live runtime/world, presentation/effect
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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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`GameWindow` is now 2,840 raw lines. I.7–I.9, shutdown, canonical soak
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snapshots, and closeout checkpoints J–L remain. The App gate passes 3,407 tests
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/ 3 intentional skips, the complete Release suite passes 7,779 tests / 5
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skips, and all three I.6 corrected-diff reviews are clean.
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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 2,479 raw lines. I.8–I.9, shutdown, canonical soak snapshots, and closeout
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checkpoints J–L remain. The App gate passes 3,420 tests / 3 intentional skips,
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the complete Release suite passes 7,792 tests / 5 skips, and all three I.7
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corrected-diff reviews are 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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@ -53,15 +53,17 @@ startup application, and inert late target binding. `GameWindow` is 3,663
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lines / 162 fields / 37 methods at G. Checkpoint H adds sole terrain/sky
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resource roots, one retained Host/runtime lease, an atomic update/render root
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pair, a prepared portal fallback/transfer transaction, and checked retryable GL
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leaf construction. Checkpoint I.1–I.6 now provide the executable ordered
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leaf construction. Checkpoint I.1–I.7 now provide the executable ordered
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startup pipeline through retained UI and live presentation. The canonical live
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runtime/world, presentation/effect controllers, selection/radar, landblock
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publishers, and portal/sky/particle resources have transactional phase
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ownership and exact-owner late bindings. `GameWindow` is 2,840 raw lines.
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I.7–I.9 and checkpoints J–L remain active. Issue #232 tracks process-residency
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variance in the soak without loosening its leak threshold. The App gate passes
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3,407 tests / 3 skips, the complete Release suite passes 7,779 tests / 5 skips,
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and all three I.6 corrected-diff reviews are clean.
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ownership and exact-owner late bindings. I.7 now owns the complete streaming,
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session, hydration, local-player, combat, and teleport startup graph, including
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named reversible late edges. `GameWindow` is 2,479 raw lines. I.8–I.9 and
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checkpoints J–L remain active. Issue #232 tracks process-residency variance in
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the soak without loosening its leak threshold. The App gate passes 3,420 tests
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/ 3 skips, the complete Release suite passes 7,792 tests / 5 skips, and all
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three I.7 corrected-diff reviews are 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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@ -281,9 +281,16 @@ ledger only after the complete pipeline is live.
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under the same ownership contract. `GameWindow.cs` is 2,840 raw lines; the
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App gate passes 3,407 tests / 3 intentional skips and the complete Release
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suite passes 7,779 tests / 5 intentional skips. I.7 session, streaming, and
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hydration composition is the active cut; its ownership, rollback, and gate
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hydration composition is complete; its ownership, rollback, and gate
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contract is
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[`2026-07-22-gamewindow-slice-8-checkpoint-i7-session-player.md`](2026-07-22-gamewindow-slice-8-checkpoint-i7-session-player.md).
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- I.7 removes the former 432-line Phase-7 body. Streaming, session, hydration,
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local-player, combat, and teleport startup now compose through one typed
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result; all late edges have named reversible exact-owner tokens. The
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spawn-claim DAT range memo has a focused owner. `GameWindow.cs` is 2,479 raw
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lines. App Release passes 3,420 tests / 3 skips; the complete Release suite
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passes 7,792 tests / 5 skips with the same 17 warnings tracked by #228. I.8
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frame-root publication and terminal session start is the active cut.
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Checkpoint I remains active until I.9 closes the complete nine-phase pipeline.
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## 6. Automated acceptance
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@ -1,6 +1,6 @@
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# GameWindow Slice 8 — Checkpoint I.7 Session and Player Composition
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**Status:** Active
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**Status:** Complete 2026-07-22
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**Parent:** `2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md`
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@ -183,3 +183,20 @@ edge has explicit reversible ownership, failure and retry gates pass, the old
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window body is gone, documentation/memory report the measured class size and
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test totals, and the commit is independently buildable. I.8 then composes the
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update/render roots and terminal session start over the typed result graph.
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## 8. Completion evidence
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- `SessionPlayerCompositionPhase` is the production Phase-7 path. The former
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432-line radius/streaming/session/hydration/player/teleport block is absent
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from `GameWindow`.
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- `SessionPlayerRuntimeBindings` plus exact-owner tokens cover every Phase-7
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late edge. Focused tests cover reverse retry, rebind, and stale-token safety.
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- `DatSpawnClaimHydrationClassifier` owns the former window memo and exact
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indoor-cell boundaries, including missing/empty DAT cases and reset.
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- `GameWindow.cs` is 2,479 raw lines, down 13,244 lines (84.2%) from the
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15,723-line campaign baseline.
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- App Release: 3,420 passed / 3 intentional skips. Complete Release suite:
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7,792 passed / 5 intentional skips. Clean solution build: 0 errors and the
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17 pre-existing test warnings tracked by #228.
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- Behavior/order, architecture/ownership, and adversarial rollback reviews are
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clean. No gameplay mechanism changed and no divergence row was introduced.
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@ -29,7 +29,8 @@ audit.
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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. Active detailed plan:
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transactional partial-acquisition rollback. I.1–I.7 are complete; I.8
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frame-root publication and terminal session start is active. 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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