refactor(app): compose live presentation startup
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23 changed files with 1767 additions and 626 deletions
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@ -97,12 +97,15 @@ 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. `GameWindow` is now
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3,689 lines / 162 fields / 37 methods. Ordered composition, shutdown, canonical
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soak snapshots, and closeout checkpoints I–L remain. Checkpoint H passes 61
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focused ownership tests and 3,236 App tests / 3 intentional skips; the complete
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Release suite passes 7,606 tests / 5 skips and all three final corrected-diff
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reviews are clean.
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checked retryable GL leaf construction and state mutation. Checkpoint I.1–I.6
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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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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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@ -53,12 +53,15 @@ 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. `GameWindow` is 3,689 lines / 162 fields / 37 methods.
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Checkpoints I–L remain active. Issue #232
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tracks process-residency variance in the soak without loosening its leak
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threshold. Checkpoint H passes 61 focused ownership tests and 3,236 App tests /
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3 skips; the complete Release suite passes 7,606 tests / 5 skips and all three
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final corrected-diff reviews are clean.
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leaf construction. Checkpoint I.1–I.6 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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Carried:
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#153 far-teleport residual, #116 slide-response, the remaining R6 ownership cleanup plus
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@ -271,15 +271,17 @@ ledger only after the complete pipeline is live.
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tests / 3 intentional skips; the complete Release suite passes 7,745 tests /
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5 intentional skips. Production App builds with zero warnings/errors; the
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solution retains only the 17 warnings tracked by #228.
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- I.6 (retained UI plus live-presentation composition) is active. Its detailed
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- I.6 (retained UI plus live-presentation composition) is complete. Its detailed
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two-commit ownership and failure-test plan is
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[`2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md`](2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md).
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I.6a is complete: Phase 5 now composes interaction and retained UI through
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typed dependencies, exact-owner late bindings, and transactional rollback.
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`GameWindow.cs` is 3,246 raw lines; the App gate passes 3,401 tests / 3
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intentional skips and the complete Release suite passes 7,773 tests / 5
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intentional skips. I.6b live presentation and landblock publication is the
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active cut.
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Phase 5 now composes interaction and retained UI through typed dependencies,
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exact-owner late bindings, and transactional rollback. Phase 6 now composes
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the canonical live runtime/world, presentation/effect controllers,
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selection/radar, landblock publishers, and portal/sky/particle resources
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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.
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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.6 UI and Live Presentation
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**Status:** I.6a complete; I.6b active
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**Status:** Complete; I.7 active
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**Parent:** `2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md`
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@ -195,6 +195,27 @@ The fallback slot and final owner never co-own the tunnel.
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- App Release build/tests, full Release build/tests, divergence/source audit;
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- three independent self-review passes as in I.6a.
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### 3.5 I.6b completion evidence
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I.6b moved the complete Phase-6 body into
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`LivePresentationCompositionPhase`. The phase now owns the canonical live
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runtime/world identity, live presentation and effect controllers, WB draw and
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landblock publication owners, selection/radar authorities, optional paperdoll,
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and portal/sky/particle resources. Named exact-owner leases replace the former
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anonymous Phase-6 subscriptions. A deferred landblock-loaded sink preserves
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the Phase-7 hydration edge without capturing a future window field.
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Construction uses transactional acquisition ownership throughout, including
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portal-fallback and sky-shader lifetime rollback. The focused binding,
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rollback, retry, stale-release, and source-boundary tests pass. The App Release
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gate passes 3,407 tests / 3 intentional skips, the complete Release suite
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passes 7,779 tests / 5 intentional skips, and the clean solution build retains
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only the 17 test-project warnings tracked by #228. `GameWindow.cs` is 2,840
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raw lines after I.6b.
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Behavior/fidelity, architecture/ownership, and adversarial failure reviews
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found no remaining actionable issue. I.7 session, streaming, and hydration
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composition is the next active cut.
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## 4. Production cutover rules
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- Each subcommit leaves `OnLoad` calling the new phase and leaves later phases
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