docs: close modern runtime slice K1
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7 changed files with 164 additions and 18 deletions
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@ -249,8 +249,11 @@ src/
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AcDream.Headless/ Linux/Windows no-window production host
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Program.cs -> CLI entry only
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Configuration/ -> strict versioned process/session config
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Credentials/ -> redacted env/stdin/owner-only-file providers
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Hosting/ -> one GameRuntime/session/lease/policy lifetime
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Policies/ -> typed Runtime-view/command consumers
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-> references Runtime only; no presentation/backend package
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-> K0 complete; K1 single-session host active
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-> K0/K1 complete; K2 scheduler and full bot-command parity active
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AcDream.Plugin.Abstractions/ Layer 5: plugin interfaces
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IAcDreamPlugin.cs -> done
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@ -1,6 +1,6 @@
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# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-07-27. **M3 landed; M4 is active.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. All eight slices of the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md), their automated closeout, and the user's connected visual matrix are complete. Modern Runtime J3 canonical entity/object lifetime and J4 gameplay-state ownership are closed at `89e6b207`; J5.1 canonical selection/combat/target-mode ownership is closed at `b298f99f`, J5.2 interaction transactions at `f5f7b417`, J5.3 combat/magic intent at `20df9d15`, J5.4 local movement/outbound cadence at `aa3f4a60`, J5.5 per-session physics/remote simulation at `7e6033d0`, J5.6 projectile simulation at `2aee3356`, and J5.7 combined simulation closeout at `cdee7a4b`. J6.1 world-environment ownership is closed at `902076c0`; J6.2 canonical reveal generation and typed destination readiness is closed at `a6860d55` plus `acb845d8`; J6.3 exact F751/Position destination correlation is closed at `6a063a27`; J6.4 exact graphical-host acknowledgement and owner cleanup is closed at `18d17d8b`. J7's one graphical `GameRuntime` root is closed at `ce41efb9`, including the user's 2026-07-27 exact post-cutover visual acceptance. J8 closed Slice J at `a9a822f2` with one shared graphical/no-window root and generation-reset transaction. Slice K Linux headless/multi-session work is active; K0's tested no-presentation Windows/Linux boundary closed at `aada8a37` and K1 is active. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
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**Status:** Living document. Updated 2026-07-27. **M3 landed; M4 is active.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. All eight slices of the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md), their automated closeout, and the user's connected visual matrix are complete. Modern Runtime J3 canonical entity/object lifetime and J4 gameplay-state ownership are closed at `89e6b207`; J5.1 canonical selection/combat/target-mode ownership is closed at `b298f99f`, J5.2 interaction transactions at `f5f7b417`, J5.3 combat/magic intent at `20df9d15`, J5.4 local movement/outbound cadence at `aa3f4a60`, J5.5 per-session physics/remote simulation at `7e6033d0`, J5.6 projectile simulation at `2aee3356`, and J5.7 combined simulation closeout at `cdee7a4b`. J6.1 world-environment ownership is closed at `902076c0`; J6.2 canonical reveal generation and typed destination readiness is closed at `a6860d55` plus `acb845d8`; J6.3 exact F751/Position destination correlation is closed at `6a063a27`; J6.4 exact graphical-host acknowledgement and owner cleanup is closed at `18d17d8b`. J7's one graphical `GameRuntime` root is closed at `ce41efb9`, including the user's 2026-07-27 exact post-cutover visual acceptance. J8 closed Slice J at `a9a822f2` with one shared graphical/no-window root and generation-reset transaction. Slice K Linux headless/multi-session work is active; K0's tested no-presentation Windows/Linux boundary closed at `aada8a37`, K1's real portable single-session host closed at `f8cb840f`, and K2 scheduler/bot-command parity is active. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
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**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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---
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@ -1800,7 +1800,12 @@ port in any phase — no separate listing here.
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> exact post-cutover visual matrix on 2026-07-27. J8 closed Slice J at
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> `a9a822f2`: 395 Runtime tests, 3,731 App tests / 3 skips, 8,696 complete-
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> solution tests / 5 skips, lifecycle/reconnect, and canonical nine-stop gates
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> pass. Slice K Linux headless/multi-session implementation is active.
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> pass. Slice K Linux headless/multi-session implementation is active. K0's
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> portable no-presentation boundary closed at `aada8a37`; K1's production
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> single-session Windows/Linux host closed at `f8cb840f` after both platforms
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> completed the same real ACE connect, portal, graceful reconnect, and terminal
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> teardown gate. K2's absolute-deadline scheduler and full typed bot-command
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> parity are active.
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> The historical exact cutover
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> rollback remains
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> `git revert ef1d263337997bb030eadb7b8e71d73dc659907a`. Slice H is complete:
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@ -1841,13 +1846,13 @@ hitch and follows.
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---
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### Track LH — Linux and headless automation (future; user-directed 2026-07-19)
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### Track LH — Linux and headless automation (active; user-directed 2026-07-19)
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> **PARKED / FUTURE — not part of active M3.** Preserve this direction for
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> deliberate architectural work after the current gameplay and UI milestones:
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> a graphical Linux client, configurable retail-rooted distance LOD, and a true
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> Linux headless host capable of running roughly 30 automated clients with
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> minimal CPU and memory use.
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> **PROMOTED TO ACTIVE MODERN RUNTIME SLICES K/L.** Slice K now executes the
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> no-window Linux host and approximately 30-session target from
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> [`2026-07-26-modern-runtime-slice-k.md`](2026-07-26-modern-runtime-slice-k.md);
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> Slice L executes the graphical Linux/platform work. K0/K1 are complete and
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> K2 is active. The historical LH rows below remain the stable outcome map.
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The governing architectural rule is that a game session must not be a hidden
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`GameWindow`. Authentication, networking, world state, movement, inventory,
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@ -284,8 +284,14 @@ residency is `0/0/0` at every stable checkpoint and teardown converges. Slice I
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dependency boundary, strict no-connect validation, and Windows/Ubuntu CI.
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Local Ubuntu gates pass 600 Core.Net, 119 Content, 395 Runtime, and 12
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Headless tests; the Windows Release solution passes 8,708 tests / 5 skips.
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K1 portable paths, credentials, and the production single-session host are
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active.
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K1 completed at `f8cb840f`: portable XDG/Windows paths, strict versioned
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config, redacted credentials, the direct Runtime command/entity/portal
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routes, and the production single-session host passed the same real ACE
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connect/portal/graceful-reconnect/teardown gate on Windows and Linux/WSL.
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The complete Windows Release suite passes 8,728 tests / 5 skips; the Linux
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portable closure passes 600 Core.Net, 119 Content, 402 Runtime, and 25
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Headless tests. K2's absolute-deadline scheduler and complete typed bot API
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parity are active.
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Slice-I closeout evidence is
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[`../research/2026-07-25-slice-i7-closeout.md`](../research/2026-07-25-slice-i7-closeout.md).
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Slice-J2 closeout evidence is
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@ -1,6 +1,6 @@
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# Modern runtime Slice K — Linux headless and multi-session host
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**Status:** K0 COMPLETE; K1 ACTIVE 2026-07-27
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**Status:** K0–K1 COMPLETE; K2 ACTIVE 2026-07-27
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**Parent:** `2026-07-24-modern-runtime-architecture.md`, Slice K
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**Authorization:** the user approved Slices F–L on 2026-07-24
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**Purpose:** run efficient automated clients on Linux without a display, GPU,
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@ -235,6 +235,22 @@ configuration validation without a graphical/audio/native-window dependency.
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### K1 — portable config, credentials, and single-session CLI
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**Complete at `f8cb840f`.** The strict versioned configuration, XDG/Windows
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path owner, redacted environment/stdin/owner-only-file credentials, typed
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direct Runtime command route, canonical presentation-free inbound entity and
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portal route, production single-session host, deterministic exit codes,
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Ctrl+C/SIGTERM cancellation, and retryable teardown transaction are live.
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The explicit `lifecycle-smoke` policy proves connect, enter, inbound state,
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chat, lifestone recall, portal completion/LoginComplete, graceful stop,
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reconnect, second-generation materialization, and terminal convergence.
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Windows and Linux/WSL both passed that sequence against the same local ACE
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server. ACE retains its account/session index for roughly two seconds after
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confirming CharacterLogOff, so K1 gives the retiring production connection a
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one-time 2.5-second quiescence suffix before replacement. This is not a
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steady-state scheduler sleep; K2 replaces it with an absolute-deadline
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scheduler transition.
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- Implement portable paths and versioned strict config.
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- Implement redacted credential providers.
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- Compose one `GameRuntime`, one `LiveSessionHost`, one command adapter, one
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100
docs/research/2026-07-27-slice-k1-single-session-headless.md
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docs/research/2026-07-27-slice-k1-single-session-headless.md
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# Slice K1 — portable single-session headless closeout
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**Date:** 2026-07-27
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**Implementation:** `f8cb840fb15b27f61afa5c33cad6c4dba8584949`
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**Status:** COMPLETE
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## Outcome
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`AcDream.Headless` is now a production, presentation-free Windows/Linux host
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for one real ACE session. It constructs the same canonical `GameRuntime` used
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by the graphical client and adds no bot-specific world model.
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The host owns one runtime, one host lease, one `LiveSessionHost`, one direct
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typed command adapter, one policy subscription, one erasable credential, and
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one retryable teardown cursor. Runtime owns the character, entity/object,
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inventory, communication, action, physics, environment, and portal state.
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## Shipped mechanisms
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- Strict version-1 JSON configuration with rejected unknown fields.
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- Windows special-folder and Linux XDG config/data/cache paths with normalized
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command-line overrides.
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- Environment, standard-input, and credential-file providers. Linux file
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credentials reject symlinks and require owner-read with no group/other
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permissions. Passwords are not accepted on the command line or emitted in
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diagnostics.
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- Character selection by active index, GUID, or case-insensitive name.
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- `run` and `validate` CLI modes, stable exit codes, Ctrl+C, and Unix SIGTERM.
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- `DirectGameRuntimeCommandAdapter` with generation-gated routes. K1 supports
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session lifecycle, Say/Tell, and the four recall commands; K2 completes the
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remaining typed gameplay commands through this same adapter.
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- `RuntimeLiveEntitySessionController`, which commits inbound create/update/
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delete/pickup and portal state directly into Runtime without App, UI,
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rendering, audio, or a parallel GUID map.
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- Exact headless portal readiness/materialization/host acknowledgements and
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LoginComplete. A no-window host has no graphical resource debt to await.
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- Structured JSON lifecycle/resource/failure diagnostics containing only
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exception types and redacted credential identities.
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- `idle` policy and explicit `lifecycle-smoke` connected-gate policy.
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## Reconnect finding
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ACE confirms CharacterLogOff before its account/session index releases the
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retiring socket. Reconnecting about 350 ms later causes ACE to evict the old
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session and reject the replacement as Account In Use; the index disappears
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about two seconds later.
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K1 therefore performs an explicit stop, verifies the complete teardown
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acknowledgement, and gives production reconnect a one-time 2.5-second
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quiescence suffix. Injected deterministic tests use zero delay. This is a
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connection-lifecycle boundary, not a steady scheduler loop. K2 moves the wait
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to the monotonic absolute-deadline scheduler.
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## Automated gates
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- Windows Runtime: 402/402.
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- Windows Headless: 25/25.
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- Windows complete Release solution: 8,728 passed / 5 intentional skips.
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- Ubuntu/WSL portable closure:
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- Core.Net 600/600
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- Content 119/119
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- Runtime 402/402
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- Headless 25/25
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- Linux-only credential permission and symlink gates pass.
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- Dependency and loaded-assembly guards continue to prove no App, UI, Silk,
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ImGui, OpenAL, or graphical backend is loaded.
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## Connected gates
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Both Windows and Linux/WSL connected to the local ACE server and completed:
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1. authenticate and select the configured character;
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2. enter world and receive the CreateObject stream;
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3. issue harmless local speech;
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4. send lifestone recall;
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5. accept the exact teleport destination;
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6. complete Runtime reveal, host acknowledgements, and LoginComplete;
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7. request and confirm graceful logout;
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8. reconnect after ACE quiescence;
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9. enter the second generation;
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10. gracefully stop and converge every Runtime ownership ledger.
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Both processes exited with code zero. No presentation assembly or device was
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loaded.
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## K2 carry
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- Replace K1's 15 ms single-session loop and one-time blocking reconnect suffix
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with one monotonic absolute-deadline scheduler.
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- Complete the remaining typed movement, selection, interaction, combat,
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magic, inventory, character, and social operations on the existing adapter.
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- Serialize each session's accepted inbound turn and compare graphical versus
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headless packet order/cadence.
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- Preserve one runtime and one mutable owner graph per session.
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## Rollback
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```text
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git revert f8cb840fb15b27f61afa5c33cad6c4dba8584949
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```
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