docs(architecture): plan GameWindow update-frame extraction
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@ -574,12 +574,18 @@ nine-destination resource soak pass.
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#### Slice 6 — extract update-frame orchestration
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Detailed execution ledger:
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[`docs/plans/2026-07-21-gamewindow-slice-6-update-frame-orchestration.md`](../plans/2026-07-21-gamewindow-slice-6-update-frame-orchestration.md)
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(active).
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After the stateful bodies above have owners, make the update path a real
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orchestrator instead of delegates back into the window. It owns the fixed
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retail phase order: input/local object → ordinary/static objects → hooks/
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particles/scripts → inbound network → command interpreter → non-advancing
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spatial reconcile → streaming/UI updates. `GameWindow.OnUpdate` becomes a
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short time/input handoff.
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orchestrator instead of delegates back into the window. It preserves the
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accepted production order—not an overclaimed retail host order—covering
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teardown/clock/streaming convergence, input, the retail-shaped object → inbound
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network → command barrier, conditional spatial reconciles, liveness, local
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teleport, player-mode entry, and camera presentation. The exact twelve-phase
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graph and registered TS-53 host-order adaptation live in the detailed ledger.
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`GameWindow.OnUpdate` becomes a short time/input handoff.
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Frame-order tests and the existing R6 gate must produce the same lifecycle and
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movement traces before and after extraction.
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