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>
This commit is contained in:
parent
9d7df1bfc5
commit
96f8bfcfa8
8 changed files with 176 additions and 64 deletions
|
|
@ -1,6 +1,6 @@
|
|||
# acdream — strategic roadmap
|
||||
|
||||
**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.
|
||||
**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.
|
||||
**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.
|
||||
|
||||
---
|
||||
|
|
@ -68,7 +68,18 @@ passes 7,182 tests / 5 skips; the 314-second lifecycle/reconnect gate and
|
|||
394-second synchronized nine-stop resource soak pass with graceful exits and
|
||||
stable owner counts. The completed ledger is
|
||||
[`2026-07-21-gamewindow-slice-6-update-frame-orchestration.md`](2026-07-21-gamewindow-slice-6-update-frame-orchestration.md).
|
||||
Slice 7 `RenderFrameOrchestrator` extraction is now active.
|
||||
Slice 7 render-frame orchestration is complete. `GameWindow.OnRender` now
|
||||
supplies one immutable frame input to focused resource, world-scene,
|
||||
private-presentation, and diagnostic owners. Exact world/PView/alpha/portal/
|
||||
paperdoll/retained-UI/ImGui/screenshot/GPU-close order and failure recovery are
|
||||
pinned by tests. `GameWindow` is 4,666 raw lines / 196 fields / 70 methods,
|
||||
11,057 lines (70.3%) below the campaign baseline. The Release suite passes
|
||||
7,341 tests / 5 skips; the 315.6-second lifecycle/reconnect gate and 395.2-
|
||||
second synchronized soak pass with graceful exits, and the six stable PNG
|
||||
checkpoints preserve Slice 6 presentation. Issue #232 tracks the coarse
|
||||
process-residency gate's diagnostic blind spot; no tolerance was loosened.
|
||||
|
||||
Final Slice 8 composition/shutdown cleanup is now active.
|
||||
|
||||
This is a behavior-preserving structural program. Severe regressions still get
|
||||
root-cause fixes in separate commits; ordinary feature work resumes with M4
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue