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>
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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
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exact canonical outbound Position. Three corrected-diff reviews, the complete
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exact canonical outbound Position. Three corrected-diff reviews, the complete
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6,940-test Release suite, and the 310-second seven-destination connected R6
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6,940-test Release suite, and the 310-second seven-destination connected R6
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route all passed. `GameWindow` is 10,301 lines / 267 fields / 163 methods.
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route all passed. `GameWindow` is 10,301 lines / 267 fields / 163 methods.
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Slice 5 is active next.
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Slice 5 checkpoints A–F are complete. The pipeline owns the serialized worker
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build, concrete render/physics/static publication, and retryable Near/full
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retirement; `GameWindow.cs` is 9,011 lines and no longer owns a retirement
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coordinator or callback body. Checkpoint G direct cutover/dead-facade cleanup
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is active next, followed by deterministic and connected closeout in H.
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#### Slice 5 — extract landblock presentation
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#### 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
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gate passed seven destinations/revisits, movement/jump/combat exercises, and
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gate passed seven destinations/revisits, movement/jump/combat exercises, and
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graceful close.
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graceful close.
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**Next:** Slice 5 extracts DAT-backed landblock build, publication, demotion,
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**Current:** Slice 5 checkpoints A–F have extracted the DAT-backed worker
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and retirement into `LandblockPresentationPipeline` while preserving
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build plus render, physics, DAT-static, and retryable Near/full presentation
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`StreamingController` residency decisions and `GpuWorldState` spatial
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ownership into `LandblockPresentationPipeline`. `GameWindow` is 9,011 lines
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ownership.
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and the Release suite passes 7,039 tests with five intentional skips. Slice 5G
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now removes the obsolete callback bodies and scratch/facade state before the
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deterministic and connected closeout in H.
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This is a behavior-preserving structural program. Severe regressions still get
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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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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
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The 2026-07-21 audit baseline was 15,723 lines, 278 fields, and 205 methods.
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The 2026-07-21 audit baseline was 15,723 lines, 278 fields, and 205 methods.
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Selection/interaction Slice 1, live-animation-presentation Slice 2, complete
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Selection/interaction Slice 1, live-animation-presentation Slice 2, complete
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live-session ownership Slice 3, and live-entity App integration Slice 4 are
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live-session ownership Slice 3, and live-entity App integration Slice 4 are
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complete. `GameWindow` is now 10,301 lines, 267 fields, and 163 methods. The
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complete. Slice 5 landblock-presentation checkpoints A–F are also complete:
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full Release suite passes 6,940 tests / 5 skips, and Slice 4's seven-destination
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the worker DAT transaction, render/physics/static publishers, and retryable
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connected R6 route passed in 310 seconds. Slice 5 — landblock presentation —
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Near/full retirement now have focused owners. `GameWindow` is 9,011 lines,
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is active next.
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down 1,290 from the Slice-5 baseline and 6,712 from the campaign baseline. The
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full Release suite passes 7,039 tests / 5 skips; Slice 4's seven-destination
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connected R6 route passed in 310 seconds. Slice 5G direct cutover and dead
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facade/scratch cleanup is active next.
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Carried:
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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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#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.
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corrected-diff reviews are clean. Release gate: 7,026 passed / 5 skipped;
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corrected-diff reviews are clean. Release gate: 7,026 passed / 5 skipped;
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`GameWindow.cs` is temporarily 9,073 lines because production wiring lands
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`GameWindow.cs` is temporarily 9,073 lines because production wiring lands
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before checkpoint G deletes the old callback body.
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before checkpoint G deletes the old callback body.
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- [ ] F — move retryable demotion/full-retirement presentation under the
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- [x] F — move retryable demotion/full-retirement presentation under the
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pipeline without changing `LandblockRetirementCoordinator`'s ledger.
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pipeline without changing `LandblockRetirementCoordinator`'s ledger.
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- Landed in `ea7ffbc1`: the pipeline now owns a focused
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`LandblockPresentationRetirementOwner` and its exact detach-first ledger;
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`GameWindow` no longer owns a coordinator or retirement callback body.
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Full and Near retirements preserve their distinct terrain/physics/live
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owner matrices, successful stages and entity cursors never replay, and
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reentrant Begin/Advance requests serialize without mutating an active
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ticket enumeration. A committed visibility-observer failure retains the
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detach receipt, completes presentation teardown, drains deferred work,
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then rethrows. Constructor identity guards enforce one world-state,
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publisher, lighting, and translucency graph, while explicit concrete and
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legacy controller overloads make ignored presentation callbacks
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impossible. Three corrected-diff reviews are clean. Release gate: 7,039
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passed / 5 skipped; build green with 17 pre-existing test-project warnings;
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`GameWindow.cs` is 9,011 lines.
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- [ ] G — cut `StreamingController` and `GameWindow` directly to the pipeline;
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- [ ] G — cut `StreamingController` and `GameWindow` directly to the pipeline;
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delete old bodies, scratch state, and callback facades.
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delete old bodies, scratch state, and callback facades.
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- [ ] H — three-agent corrected-diff review, full Release suite, deterministic
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- [ ] H — three-agent corrected-diff review, full Release suite, deterministic
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