docs(architecture): close GameWindow render slice
Record the clean Release, lifecycle, soak, and framebuffer gates for Slice 7, advance the structural program to Slice 8, and preserve the observed process-residency diagnostic gap as issue 232 rather than weakening its leak threshold.\n\nCo-authored-by: Codex <codex@openai.com>
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# acdream — strategic roadmap
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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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**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 1–7 are complete and final Slice 8 composition/shutdown cleanup 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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@ -68,7 +68,18 @@ 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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Slice 7 render-frame orchestration is complete. `GameWindow.OnRender` now
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supplies one immutable frame input to focused resource, world-scene,
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private-presentation, and diagnostic owners. Exact world/PView/alpha/portal/
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paperdoll/retained-UI/ImGui/screenshot/GPU-close order and failure recovery are
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pinned by tests. `GameWindow` is 4,666 raw lines / 196 fields / 70 methods,
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11,057 lines (70.3%) below the campaign baseline. The Release suite passes
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7,341 tests / 5 skips; the 315.6-second lifecycle/reconnect gate and 395.2-
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second synchronized soak pass with graceful exits, and the six stable PNG
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checkpoints preserve Slice 6 presentation. Issue #232 tracks the coarse
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process-residency gate's diagnostic blind spot; no tolerance was loosened.
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Final Slice 8 composition/shutdown cleanup 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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@ -32,7 +32,16 @@ suite passes 7,182 tests / 5 skips; the 314-second capped/reconnect lifecycle
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gate and synchronized 394-second nine-destination resource soak both pass with
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graceful exits and stable owner counts. The completed Slice 6 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 draw-frame orchestration is active.
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Slice 7 draw-frame orchestration is complete. `GameWindow.OnRender` is one
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typed frame handoff; resource, world-scene, private-presentation, and
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diagnostic owners preserve the accepted draw/failure graph. `GameWindow` is
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4,666 raw lines / 196 fields / 70 methods, down 11,057 lines (70.3%) from the
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campaign baseline. The full Release suite passes 7,341 tests / 5 skips; the
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315.6-second capped/reconnect lifecycle gate and 395.2-second synchronized
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nine-destination soak pass with graceful exits, and six stable PNG checkpoints
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preserve Slice 6 presentation. Final Slice 8 composition/shutdown cleanup is
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active. Issue #232 tracks process-residency variance in the soak without
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loosening its leak threshold.
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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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# GameWindow Slice 7 — render-frame orchestration
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**Status:** Active 2026-07-22.
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**Status:** Complete 2026-07-22.
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**Parent program:** [`docs/architecture/code-structure.md`](../architecture/code-structure.md), Slice 7.
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**Baseline:** `9512404e`; `GameWindow.cs` is 7,026 raw lines, 241 fields, and
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108 methods. The Release suite passes 7,182 tests / 5 fixture or environment
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@ -30,7 +30,7 @@ port, or resource-lifetime redesign.
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PView/fallback world branches, particles, debug world draw, and completion.
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- [x] G — compose `RenderFrameOrchestrator`, cut `GameWindow.OnRender` to one
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handoff, and delete obsolete frame bodies, fields, helpers, and callbacks.
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- [ ] H — corrected-diff reviews, full Release suite, connected lifecycle and
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- [x] H — corrected-diff reviews, full Release suite, connected lifecycle and
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soak gates, framebuffer comparison, documentation, memory, and metrics.
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Every checked checkpoint is one bisectable architectural commit. A checkpoint
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@ -517,6 +517,22 @@ After three clean corrected-diff reviews:
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8. audit architecture, divergence pointers, roadmap, milestones, issues,
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`AGENTS.md`, `CLAUDE.md`, and durable memory.
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Completed 2026-07-22. The 315.6-second lifecycle/reconnect gate passed at
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`9d7df1bf` with six valid PNG checkpoints, code-zero graceful capped exit, and
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fresh-process uncapped reconnect. Side-by-side comparison with the Slice 6
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artifacts preserved world geometry, UI/paperdoll layering, private viewports,
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and depth/presentation; only live weather, particle timing, authoritative
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vitals, and small scripted camera-settling differences changed. The unchanged
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nine-stop gate then passed in 395.2 seconds with nine materializations, all
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Caul/Holtburg movement exercises, code-zero graceful shutdown, update p95 at
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or below 0.8 ms, and same-location Caul plateau deltas of +85.7 MiB working set
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and +59.3 MiB private memory. Two immediately preceding identical-binary runs
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crossed the coarse process-residency limit while every other deterministic
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lifecycle, timing, and shutdown check passed; #232 records the need to add
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canonical managed/GPU/cache owner snapshots to that gate instead of weakening
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its leak threshold. Release build and the complete suite remain green at 7,341
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passed / 5 skipped. Slice 7 is closed with no new retail divergence.
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The accepted baseline at docs-only commit `9512404e` is behavior-equivalent to
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production cutover `e91f3102`: 7,182 passed / 5 skipped, 314.195-second
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lifecycle/reconnect, and 393.581-second soak. Exact counters are recorded in
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