docs(architecture): plan GameWindow update-frame extraction

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Erik 2026-07-22 00:06:55 +02:00
parent d4ecac1da3
commit a36a7015c4
6 changed files with 594 additions and 37 deletions

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