docs(architecture): close selection extraction slice
Record the measured GameWindow reduction, final review and test gates, durable selection/inventory ownership rules, and live animation presentation as Slice 2. Co-authored-by: OpenAI Codex <codex@openai.com>
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# GameWindow Slice 1 — selection and interaction ownership
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**Status:** Approved for execution 2026-07-21.
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**Status:** COMPLETE — landed 2026-07-21.
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**Parent program:** [`docs/architecture/code-structure.md`](../architecture/code-structure.md), Slice 1.
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**Baseline:** `cf50ee3d`; `GameWindow.cs` is 15,723 lines before this slice.
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**Behavior rule:** Existing retail behavior moves unchanged. Any defect found by
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the extraction audit is fixed in a separately identified commit before the
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mechanical cutover.
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## Landing record
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- Plan/oracle: `c2713837`.
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- Exact-incarnation lifetime hardening: `047a4c83`.
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- Retail pending keyboard-pickup presentation: `52dbb574`.
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- Read-only query extraction: `e74f2ca9`.
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- Stateful interaction owner: `fa8d5232`.
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- `GameWindow` cutover: `d2bb5af4`.
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- Three-review correction pass: `5acc3f01`.
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The correction pass unified retail's one-inventory-request-at-a-time owner
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across every mutation surface, separated optimistic/rollback/authoritative
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placement notices, made response completion atomic and reentrancy-safe, and
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bound pending work to exact object identities and placement tokens.
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Final metrics: `GameWindow.cs` 15,723 → 14,912 lines and 205 → 191 methods;
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fields remained 278. Release build passed, the focused selection/inventory
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gate passed, the full suite passed 6,558 tests with five intentional skips,
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and the retail-conformance, architecture/integration, and adversarial reviews
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all finished with no actionable findings.
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## 1. Outcome
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`GameWindow` stops owning world selection and selection-driven interaction.
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