refactor(app): compose interaction and retained UI startup
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@ -274,6 +274,12 @@ ledger only after the complete pipeline is live.
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- I.6 (retained UI plus live-presentation composition) is active. Its detailed
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two-commit ownership and failure-test plan is
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[`2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md`](2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md).
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I.6a is complete: Phase 5 now composes interaction and retained UI through
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typed dependencies, exact-owner late bindings, and transactional rollback.
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`GameWindow.cs` is 3,246 raw lines; the App gate passes 3,401 tests / 3
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intentional skips and the complete Release suite passes 7,773 tests / 5
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intentional skips. I.6b live presentation and landblock publication is the
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active cut.
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Checkpoint I remains active until I.9 closes the complete nine-phase pipeline.
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## 6. Automated acceptance
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@ -1,6 +1,6 @@
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# GameWindow Slice 8 — Checkpoint I.6 UI and Live Presentation
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**Status:** Active
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**Status:** I.6a complete; I.6b active
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**Parent:** `2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md`
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@ -73,8 +73,9 @@ Deactivation makes all callbacks inert before runtime teardown.
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### 2.3 Ownership and publication
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`InteractionRetainedUiResult` carries the stable owners required by later
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phases. `InteractionRetainedUiCompositionOwner` owns optional retained-UI
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input/runtime resources and the late authorities. Construction uses
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phases. `InteractionUiLateBindings` owns the retained input-capture lease and
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the late authorities; `RetailUiRuntimeLease` remains the sole owner of the
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optional host/runtime resources. Construction uses
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`CompositionAcquisitionScope`; the owner is published only after all mandatory
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interaction resources and every enabled retained-UI resource are complete.
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@ -82,13 +83,12 @@ interaction resources and every enabled retained-UI resource are complete.
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needed by existing steady-state and reset code. Publication is write-only and
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rejects replacement.
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Normal shutdown and construction rollback share these stages:
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Normal shutdown and construction rollback preserve these stages:
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1. deactivate late sources and retained input;
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2. detach retained UI device callbacks;
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3. dispose mounted runtime;
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4. dispose host/assets/probe resources;
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5. dispose item/external-container/combat owners.
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1. deactivate late sources and release retained input capture;
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2. dispose the retained-UI lease, which detaches device callbacks, the mounted
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runtime, and the host in its established order;
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3. dispose item/external-container/combat owners.
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The existing retained UI lease remains the sole host/runtime owner until its
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full lifecycle is migrated; the phase owner controls it but never duplicates
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@ -110,6 +110,22 @@ its resources.
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- three independent self-review passes: retail behavior, architecture and
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ownership, adversarial failure/reentrancy.
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### 2.5 I.6a completion evidence
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I.6a moved the complete Phase-5 body into
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`InteractionRetainedUiCompositionPhase`. Exact-owner leases now guard retained
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input capture plus the late session, selection, radar, view-plane, diagnostics,
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inventory, and automation bindings. The old `GameWindow` item-use/pick/query
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wrappers are deleted; shared Vitals identity, mouse-before-keyboard ordering,
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direct contained-item use, and the disabled-retail-UI path remain unchanged.
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The focused success/failure/rollback matrix passes 28 tests. The App Release
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gate passes 3,401 tests / 3 intentional skips, the complete Release suite
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passes 7,773 tests / 5 intentional skips, and the solution build has only the
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17 warnings already tracked by #228. `GameWindow.cs` is 3,246 raw lines after
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I.6a. Behavior, ownership, and adversarial self-reviews found no remaining
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actionable issue. I.6b is the next active cut.
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## 3. I.6b — live presentation and landblock publication
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### 3.1 Owned construction
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