docs(runtime): close Slice J and activate Slice K

Record the shared graphical/no-window reset architecture, deterministic lifecycle evidence, exact rollback point, and synchronized project guidance before beginning the Linux headless host.

Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-27 01:01:41 +02:00
parent a9a822f206
commit 953c469cac
12 changed files with 210 additions and 35 deletions

View file

@ -1,6 +1,6 @@
# Modern runtime Slice K — Linux headless and multi-session host
**Status:** PREPARED — BEGINS AFTER SLICE J CLOSEOUT
**Status:** ACTIVE 2026-07-27 — SLICE J ENTRY GATE PASSED
**Parent:** `2026-07-24-modern-runtime-architecture.md`, Slice K
**Authorization:** the user approved Slices FL on 2026-07-24
**Purpose:** run efficient automated clients on Linux without a display, GPU,
@ -9,10 +9,14 @@ prove 30 isolated sessions can share immutable content safely in one process.
## 1. Entry contract
Slice K starts only after J8 proves one direct `GameRuntime` can connect, enter
Slice K starts after J8 proves one direct `GameRuntime` can connect, enter
world, receive authoritative state, move, use, fight/cast, portal, stop,
reconnect, and converge without presentation assemblies.
That entry gate passed at `a9a822f2`: 395 Runtime tests, 3,731 App tests /
3 skips, 8,696 complete-solution tests / 5 skips, exact-binary connected
lifecycle/reconnect, and canonical nine-stop routes all pass.
K adds a production host over that same root. It does not move gameplay out of
App again and does not create a bot-specific world model.