test: replace composition source freezes
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8 changed files with 471 additions and 406 deletions
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@ -1208,3 +1208,60 @@ Verification:
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attributed methods, and reduces total direct/helper source readers from 92
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to 83 while direct readers remain 57. The remaining 83 reconcile to the 22
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approved retained policies/contracts and 61 staged replacements.
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## Batch Z composition-root source-freeze replacement
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Batch Z converts 12 approved source-text readers across the seven graphical
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composition-owner suites and removes one stale backend assertion. No product
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source changes. The replacement tests use the built call graph, reflected
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owner metadata, existing transactional fixtures, and typed composition results
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instead of source fragments.
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The exact decisions are:
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- all seven phase-boundary tests now prove that `GameWindow` constructs exactly
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one instance of the relevant composition phase and does not directly
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construct the leaf owners that belong behind it. The phase and snapshot
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types are also checked for the absence of a retained `GameWindow` owner;
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- the platform prelude now verifies the compiled `OnLoad` route through
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`AcquirePlatform` and `GameWindowCompositionPipeline.Run`, plus the single
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`GameWindowPlatformAcquisition.Acquire` and host/input/camera phase edges;
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- the prepared-asset contract follows the production factory, world phase,
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`ObjectMeshManager`, `WbMeshAdapter`, and compiled shutdown manifest. It
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proves one `IPreparedAssetSource` owner, no DAT-reader constructor seam in the
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production mesh manager, prepared reads rather than live mesh building, and
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mesh/prepared-source/DAT release order;
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- the frame-root test follows the compiled construction order from render
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resources and comparison state through the world/update roots, graph
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publication, window publication, and final ownership transfers. The
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lifecycle snapshot contract now verifies its exact `RenderFrameOutcome`
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input and its typed live-entity, GPU-memory, profiler, and landblock metrics;
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- the session phase follows the compiled streamer/start/reveal route and the
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delegate target that constructs the request streamer. Its completion check
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follows hydration, inbound routing, input/player mode, portal transfer,
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session creation, command bindings, action attachment, and final publication
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in order. Character selection now verifies the graphical selector option,
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typed connect options, absence of automatic first-character selection, and
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retained-UI runtime bindings;
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- the interaction, live-presentation, and world-render boundaries retain their
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existing behavioral phase fixtures while compiled metadata guards against
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construction leaking back into `GameWindow`; and
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- `PortalSpaceIsComposedOnBothBackendArms` is removed as stale. Campaign V
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deleted the OpenGL backend, so a two-backend-arms source condition is no
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longer an architectural contract; its negative assertion named an already
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deleted null presentation. The valuable portal ownership rationale remains
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in the live/session composition code, the compiled portal transfer order,
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and the existing teleport/reveal behavior suites.
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Verification:
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- all 187 composition tests pass with zero skips or failures;
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- the complete locked Release build covers all 44 projects with zero warnings
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and zero errors;
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- the no-retry complete hermetic Release gate passes 14,346/14,346 with zero
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skips or failures across all 12 test assemblies. The one-case reduction is
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the stale two-backend-arms assertion; and
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- the regenerated 1,254-file inventory parses every file, reports 11,414
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attributed methods, and reduces direct/total source readers from 57/83 to
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44/70. The remaining 70 reconcile to the 22 approved retained
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policies/contracts and 48 staged replacements.
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