docs(architecture): close live animation slice

Record the shipped presentation owner, exact frame-handoff lifetime, retail short-frame behavior, current GameWindow metrics, and Slice 3 as the next structural boundary.
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Erik 2026-07-21 10:03:20 +02:00
parent 833520253a
commit 9a150e2421
7 changed files with 94 additions and 23 deletions

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# GameWindow Slice 2 — live animation presentation ownership
**Status:** Approved for execution 2026-07-21.
**Status:** Complete 2026-07-21. Automated and three-agent review gates pass;
connected visual regression gate is carried to the final campaign gate.
**Parent program:** [`docs/architecture/code-structure.md`](../architecture/code-structure.md), Slice 2.
**Baseline:** `9ad8113c`; `GameWindow.cs` is 14,912 lines, 278 fields, and
191 methods before this slice.
**Result:** `GameWindow.cs` is 14,546 lines, 277 fields, and 190 methods.
The slice also closed stale-schedule ABA across replacement, appearance
rebinding, static rebind, and borrowed sequencer buffers. Forty-one focused
Release tests and the full 6,575-pass / 5-skip Release suite are green.
**Behavior rule:** This is an ownership extraction over the accepted R6 object
frame plus one named-retail conformance correction: short AnimFrames retain
the prior/rest pose of trailing CPartArray parts. It must not otherwise change
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### Cross-owner order and reconciliation
The presenter-level portions below are covered by Slice 2. The full
instrumented owner-order trace and non-advancing spatial-reconcile assertion
remain assigned to Slice 6, where the update sequence becomes one testable
orchestrator instead of a `GameWindow` method. Slice 2 preserves that order but
does not claim an end-to-end orchestrator test prematurely.
- One instrumented object-frame test pins presenter, children, static hooks,
fades, ordinary hook drain, effect roots, emitters, lights, particles, and
scripts. A PES-created particle first simulates on the following frame.