refactor(app): compose live presentation startup

This commit is contained in:
Erik 2026-07-22 17:55:15 +02:00
parent aa6ffa5176
commit 88f32dc4e2
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.
`GameWindow` is 3,663 lines / 162 fields / 37 methods at G. Checkpoint H adds
sole terrain-atlas and sky-shader roots, one retained Host/runtime lease, an
atomic update/render frame-root pair, prepared portal fallback/transfer, and
checked retryable GL leaf construction and state mutation. `GameWindow` is now
3,689 lines / 162 fields / 37 methods. Ordered composition, shutdown, canonical
soak snapshots, and closeout checkpoints IL remain. Checkpoint H passes 61
focused ownership tests and 3,236 App tests / 3 intentional skips; the complete
Release suite passes 7,606 tests / 5 skips and all three final corrected-diff
reviews are clean.
checked retryable GL leaf construction and state mutation. Checkpoint I.1I.6
now provide the executable ordered startup pipeline through retained UI and
live presentation. The canonical live runtime/world, presentation/effect
controllers, selection/radar, landblock publishers, and portal/sky/particle
resources have transactional phase ownership and exact-owner late bindings.
`GameWindow` is now 2,840 raw lines. I.7I.9, shutdown, canonical soak
snapshots, and closeout checkpoints JL remain. The App gate passes 3,407 tests
/ 3 intentional skips, the complete Release suite passes 7,779 tests / 5
skips, and all three I.6 corrected-diff reviews are clean.
This is a behavior-preserving structural program. Severe regressions still get
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
lines / 162 fields / 37 methods at G. Checkpoint H adds sole terrain/sky
resource roots, one retained Host/runtime lease, an atomic update/render root
pair, a prepared portal fallback/transfer transaction, and checked retryable GL
leaf construction. `GameWindow` is 3,689 lines / 162 fields / 37 methods.
Checkpoints IL remain active. Issue #232
tracks process-residency variance in the soak without loosening its leak
threshold. Checkpoint H passes 61 focused ownership tests and 3,236 App tests /
3 skips; the complete Release suite passes 7,606 tests / 5 skips and all three
final corrected-diff reviews are clean.
leaf construction. Checkpoint I.1I.6 now provide the executable ordered
startup pipeline through retained UI and live presentation. The canonical live
runtime/world, presentation/effect controllers, selection/radar, landblock
publishers, and portal/sky/particle resources have transactional phase
ownership and exact-owner late bindings. `GameWindow` is 2,840 raw lines.
I.7I.9 and checkpoints JL remain active. Issue #232 tracks process-residency
variance in the soak without loosening its leak threshold. The App gate passes
3,407 tests / 3 skips, the complete Release suite passes 7,779 tests / 5 skips,
and all three I.6 corrected-diff reviews are clean.
Carried:
#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.
tests / 3 intentional skips; the complete Release suite passes 7,745 tests /
5 intentional skips. Production App builds with zero warnings/errors; the
solution retains only the 17 warnings tracked by #228.
- I.6 (retained UI plus live-presentation composition) is active. Its detailed
- I.6 (retained UI plus live-presentation composition) is complete. Its detailed
two-commit ownership and failure-test plan is
[`2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md`](2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md).
I.6a is complete: Phase 5 now composes interaction and retained UI through
typed dependencies, exact-owner late bindings, and transactional rollback.
`GameWindow.cs` is 3,246 raw lines; the App gate passes 3,401 tests / 3
intentional skips and the complete Release suite passes 7,773 tests / 5
intentional skips. I.6b live presentation and landblock publication is the
active cut.
Phase 5 now composes interaction and retained UI through typed dependencies,
exact-owner late bindings, and transactional rollback. Phase 6 now composes
the canonical live runtime/world, presentation/effect controllers,
selection/radar, landblock publishers, and portal/sky/particle resources
under the same ownership contract. `GameWindow.cs` is 2,840 raw lines; the
App gate passes 3,407 tests / 3 intentional skips and the complete Release
suite passes 7,779 tests / 5 intentional skips. I.7 session, streaming, and
hydration composition is the active cut.
Checkpoint I remains active until I.9 closes the complete nine-phase pipeline.
## 6. Automated acceptance

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@ -1,6 +1,6 @@
# GameWindow Slice 8 — Checkpoint I.6 UI and Live Presentation
**Status:** I.6a complete; I.6b active
**Status:** Complete; I.7 active
**Parent:** `2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md`
@ -195,6 +195,27 @@ The fallback slot and final owner never co-own the tunnel.
- App Release build/tests, full Release build/tests, divergence/source audit;
- three independent self-review passes as in I.6a.
### 3.5 I.6b completion evidence
I.6b moved the complete Phase-6 body into
`LivePresentationCompositionPhase`. The phase now owns the canonical live
runtime/world identity, live presentation and effect controllers, WB draw and
landblock publication owners, selection/radar authorities, optional paperdoll,
and portal/sky/particle resources. Named exact-owner leases replace the former
anonymous Phase-6 subscriptions. A deferred landblock-loaded sink preserves
the Phase-7 hydration edge without capturing a future window field.
Construction uses transactional acquisition ownership throughout, including
portal-fallback and sky-shader lifetime rollback. The focused binding,
rollback, retry, stale-release, and source-boundary tests pass. The App Release
gate passes 3,407 tests / 3 intentional skips, the complete Release suite
passes 7,779 tests / 5 intentional skips, and the clean solution build retains
only the 17 test-project warnings tracked by #228. `GameWindow.cs` is 2,840
raw lines after I.6b.
Behavior/fidelity, architecture/ownership, and adversarial failure reviews
found no remaining actionable issue. I.7 session, streaming, and hydration
composition is the next active cut.
## 4. Production cutover rules
- Each subcommit leaves `OnLoad` calling the new phase and leaves later phases