docs(architecture): close GameWindow slice 6
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# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-07-21. **M3 landed; M4 is next after the active `GameWindow` structural prerequisite.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. The current program is the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md); new M4 quest/emote/character-creation feature bodies wait until that campaign is complete. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
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**Status:** Living document. Updated 2026-07-22. **M3 landed; M4 is next after the active `GameWindow` structural prerequisite.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. The current program is the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md); Slices 1–6 are complete and Slice 7 draw-frame orchestration is active. New M4 quest/emote/character-creation feature bodies wait until that campaign is complete. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
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**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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---
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@ -56,9 +56,19 @@ session replacement, including failure/retry and fast relogin. Shutdown keeps
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the reset graph alive until disposal converges. `GameWindow` is 8,811 raw
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lines / 247 fields / 153 methods (44% below the campaign baseline); 7,054
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Release tests, the capped/reconnect lifecycle gate, and the synchronized
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nine-stop resource soak pass. Slice 6 update-frame orchestration is active;
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its detailed checkpoint ledger is
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nine-stop resource soak pass.
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Slice 6 update-frame orchestration is complete. Streaming, input, the retail-
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shaped object/network barrier, liveness, local teleport, player mode, and
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camera presentation now have typed phase owners. `GameWindow.OnUpdate` is one
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orchestrator handoff, with no substantial transitive callback facade back into
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the window. `GameWindow` is 7,026 raw lines / 241 fields / 108 methods, down
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8,697 lines (55.3%) from the campaign baseline. The complete Release suite
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passes 7,182 tests / 5 skips; the 314-second lifecycle/reconnect gate and
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394-second synchronized nine-stop resource soak pass with graceful exits and
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stable owner counts. The completed ledger is
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[`2026-07-21-gamewindow-slice-6-update-frame-orchestration.md`](2026-07-21-gamewindow-slice-6-update-frame-orchestration.md).
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Slice 7 `RenderFrameOrchestrator` extraction is now active.
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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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