test: replace frame orchestration source freezes
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3 changed files with 501 additions and 466 deletions
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@ -1391,3 +1391,59 @@ Verification:
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attributed methods, and reduces direct/total source readers from 39/55 to
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32/46. The remaining 46 reconcile to the 22 approved retained
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policies/contracts and 24 staged replacements.
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## Batch AD frame orchestration and resource-preparation replacement
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Batch AD converts all fourteen approved source readers in
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`RenderFrameResourceControllerTests` and `UpdateFrameOrchestratorTests`. No
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product source changes and no test is removed.
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The three render-resource checks now inspect built call and field-store order.
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They preserve the texture/dispatcher/environment/portal/clip/terrain/lighting
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begin sequence, mesh publication before reveal evaluation and particle begin,
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and weather evaluation before the elapsed-clock commit. The existing recording
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phase test continues to exercise the public prepare sequence and one GPU-slot
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read behaviorally; source comments and local expressions are no longer part of
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the oracle.
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The update-frame replacements retain the full accepted phase graph and its
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existing behavioral fake trace, then use compiled metadata only for production
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wiring that cannot safely be invoked without a real session or window:
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- the physics script clock has one typed publisher behind `FrameRootCompositionPhase`
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and no `GameWindow` publication edge;
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- live-object, static-animation, effect, particle/script, and spatial-reconcile
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calls preserve their registered adaptation order and exact-once tails;
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- streaming precedes the live coordinator, whose inbound session and placement
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retry precede command and spatial reconciliation on both available and
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quiesced behavioral paths;
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- session/frame composition constructs the live-object, spatial, streaming,
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gameplay-input, teleport, liveness, auto-entry, camera, and update owners,
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while reflected fields and compiled window calls reject the displaced bodies;
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- focus loss, player-mode exit, and teleport start retain their typed
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mouse-look cleanup edges, including freshness validation before input cleanup
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and Runtime transit commit afterward;
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- player presentation attachment retains Runtime-publication validation,
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camera/shadow/host/mode order, and both cleanup routes; mouse filtering and
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typed movement-input seams are checked from method and constructor metadata;
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and
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- camera sampling/reconciliation and the thin `OnUpdate` profile-to-graph
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handoff remain ordered, while live-session event and world-origin consumers
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stay behind their focused typed owners without `GameWindow` back-references.
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Where construction happens inside acquisition or transfer delegates, the
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tests follow the compiled delegate target before inspecting its child edge.
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This preserves real execution ownership without reverting to lexical source
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order across nested expressions.
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Verification follows the user-approved proportionate policy for the remaining
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R3 work:
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- all 34 focused frame/resource methods pass;
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- the complete `AcDream.App.Tests` hermetic lane passes 5,381/5,381 with zero
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skips or failures;
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- the complete locked Release build covers all 44 projects with zero warnings
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and zero errors; and
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- a targeted scan confirms neither owning test file retains a source reader or
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its source-slicing helper. The final full inventory and twelve-assembly
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Release gate are intentionally deferred to the one R3 closeout run.
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