docs(architecture): record pipeline-owned retirement

Close Slice 5F in the execution ledger, update the milestone and roadmap measurements, and advance the active checkpoint to direct cutover and dead-facade cleanup.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-21 22:09:16 +02:00
parent ea7ffbc186
commit 801d8a189c
4 changed files with 33 additions and 10 deletions

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@ -542,7 +542,11 @@ keeps a second identity dictionary. ForcePosition serializes and stamps one
exact canonical outbound Position. Three corrected-diff reviews, the complete exact canonical outbound Position. Three corrected-diff reviews, the complete
6,940-test Release suite, and the 310-second seven-destination connected R6 6,940-test Release suite, and the 310-second seven-destination connected R6
route all passed. `GameWindow` is 10,301 lines / 267 fields / 163 methods. route all passed. `GameWindow` is 10,301 lines / 267 fields / 163 methods.
Slice 5 is active next. Slice 5 checkpoints AF are complete. The pipeline owns the serialized worker
build, concrete render/physics/static publication, and retryable Near/full
retirement; `GameWindow.cs` is 9,011 lines and no longer owns a retirement
coordinator or callback body. Checkpoint G direct cutover/dead-facade cleanup
is active next, followed by deterministic and connected closeout in H.
#### Slice 5 — extract landblock presentation #### Slice 5 — extract landblock presentation

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@ -47,10 +47,12 @@ passes 6,940 tests with five intentional skips. The 310-second connected R6
gate passed seven destinations/revisits, movement/jump/combat exercises, and gate passed seven destinations/revisits, movement/jump/combat exercises, and
graceful close. graceful close.
**Next:** Slice 5 extracts DAT-backed landblock build, publication, demotion, **Current:** Slice 5 checkpoints AF have extracted the DAT-backed worker
and retirement into `LandblockPresentationPipeline` while preserving build plus render, physics, DAT-static, and retryable Near/full presentation
`StreamingController` residency decisions and `GpuWorldState` spatial ownership into `LandblockPresentationPipeline`. `GameWindow` is 9,011 lines
ownership. and the Release suite passes 7,039 tests with five intentional skips. Slice 5G
now removes the obsolete callback bodies and scratch/facade state before the
deterministic and connected closeout in H.
This is a behavior-preserving structural program. Severe regressions still get This is a behavior-preserving structural program. Severe regressions still get
root-cause fixes in separate commits; ordinary feature work resumes with M4 root-cause fixes in separate commits; ordinary feature work resumes with M4

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@ -19,10 +19,13 @@ layer, the active structural prerequisite is the behavior-preserving
The 2026-07-21 audit baseline was 15,723 lines, 278 fields, and 205 methods. The 2026-07-21 audit baseline was 15,723 lines, 278 fields, and 205 methods.
Selection/interaction Slice 1, live-animation-presentation Slice 2, complete Selection/interaction Slice 1, live-animation-presentation Slice 2, complete
live-session ownership Slice 3, and live-entity App integration Slice 4 are live-session ownership Slice 3, and live-entity App integration Slice 4 are
complete. `GameWindow` is now 10,301 lines, 267 fields, and 163 methods. The complete. Slice 5 landblock-presentation checkpoints AF are also complete:
full Release suite passes 6,940 tests / 5 skips, and Slice 4's seven-destination the worker DAT transaction, render/physics/static publishers, and retryable
connected R6 route passed in 310 seconds. Slice 5 — landblock presentation — Near/full retirement now have focused owners. `GameWindow` is 9,011 lines,
is active next. down 1,290 from the Slice-5 baseline and 6,712 from the campaign baseline. The
full Release suite passes 7,039 tests / 5 skips; Slice 4's seven-destination
connected R6 route passed in 310 seconds. Slice 5G direct cutover and dead
facade/scratch cleanup is active next.
Carried: Carried:
#153 far-teleport residual, #116 slide-response, the remaining R6 ownership cleanup plus #153 far-teleport residual, #116 slide-response, the remaining R6 ownership cleanup plus

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@ -80,8 +80,22 @@ test, and bisectable commit rather than being hidden in a mechanical move.
corrected-diff reviews are clean. Release gate: 7,026 passed / 5 skipped; corrected-diff reviews are clean. Release gate: 7,026 passed / 5 skipped;
`GameWindow.cs` is temporarily 9,073 lines because production wiring lands `GameWindow.cs` is temporarily 9,073 lines because production wiring lands
before checkpoint G deletes the old callback body. before checkpoint G deletes the old callback body.
- [ ] F — move retryable demotion/full-retirement presentation under the - [x] F — move retryable demotion/full-retirement presentation under the
pipeline without changing `LandblockRetirementCoordinator`'s ledger. pipeline without changing `LandblockRetirementCoordinator`'s ledger.
- Landed in `ea7ffbc1`: the pipeline now owns a focused
`LandblockPresentationRetirementOwner` and its exact detach-first ledger;
`GameWindow` no longer owns a coordinator or retirement callback body.
Full and Near retirements preserve their distinct terrain/physics/live
owner matrices, successful stages and entity cursors never replay, and
reentrant Begin/Advance requests serialize without mutating an active
ticket enumeration. A committed visibility-observer failure retains the
detach receipt, completes presentation teardown, drains deferred work,
then rethrows. Constructor identity guards enforce one world-state,
publisher, lighting, and translucency graph, while explicit concrete and
legacy controller overloads make ignored presentation callbacks
impossible. Three corrected-diff reviews are clean. Release gate: 7,039
passed / 5 skipped; build green with 17 pre-existing test-project warnings;
`GameWindow.cs` is 9,011 lines.
- [ ] G — cut `StreamingController` and `GameWindow` directly to the pipeline; - [ ] G — cut `StreamingController` and `GameWindow` directly to the pipeline;
delete old bodies, scratch state, and callback facades. delete old bodies, scratch state, and callback facades.
- [ ] H — three-agent corrected-diff review, full Release suite, deterministic - [ ] H — three-agent corrected-diff review, full Release suite, deterministic