refactor(lifetime): own render resource prefixes
Give terrain, sky, retained UI, portal preparation, and the update/render frame pair explicit single owners. Make shader, texture, text, bindless, and GL construction prefixes checked and retryable so partial failure cannot lose or replay resource ownership. Co-authored-by: Codex <codex@openai.com>
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@ -829,15 +829,18 @@ Current movement/collision ownership:
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routers; Slice 4 moved hydration, teardown, inbound authority, network
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updates, and reusable motion-runtime policy over canonical
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`LiveEntityRuntime`. Slices 5–7 complete landblock presentation and the
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update/render frame graphs. Slice 8 checkpoints A–G now own the native
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update/render frame graphs. Slice 8 checkpoints A–H now own the native
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callback shell, live-session composition, world environment, reversible
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input/pointer lifetime, physical framebuffer publication, the sole gameplay
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action-priority graph, typed commands, the retained-root item-drop edge, and
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two-phase runtime settings. `RuntimeSettingsController` is the sole settings
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two-phase runtime settings, sole terrain/sky render-resource lifetime,
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retained Host/runtime lease, atomic frame-root pair, and prepared portal
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fallback/transfer. `RuntimeSettingsController` is the sole settings
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persistence/current-state owner, supplies the immutable pre-window snapshot,
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applies startup pacing/display/FOV/audio once, and later borrows complete
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runtime targets without replay. Explicit resource ownership and frame slots
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are the next checkpoint. The reconciled ledger and sequence live in
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runtime targets without replay. Checked GL construction/state boundaries
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retain exact cleanup obligations across failure. Ordered production
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composition is the next checkpoint. The reconciled ledger and sequence live in
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`docs/architecture/code-structure.md`. This decision does not reclassify the
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remaining L.2 conformance work or Track LH.
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@ -694,7 +694,7 @@ slices. `OnClosing` delegates to the existing retryable shutdown transaction.
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Silk callbacks become narrow calls into the input, update, render, resize,
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focus, and shutdown owners.
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Checkpoints E, F, and G are complete. `CameraPointerInputController` owns raw pointer,
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Checkpoints E, F, G, and H are complete. `CameraPointerInputController` owns raw pointer,
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camera cursor/focus/scroll/sensitivity behavior; `FramebufferResizeController`
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alone publishes physical framebuffer changes. All Silk, dispatcher, retained
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UI, and optional devtools device edges are reversible, transactional, and
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@ -715,10 +715,16 @@ then borrows late-bound runtime targets without replay. Saved FOV now applies at
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startup even when devtools are disabled; this is a deliberate correction of the
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old accidental SettingsVM gate. The controller also preserves unrelated unsaved
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Gameplay draft fields when combat preferences change. `GameWindow` is now 3,663
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raw lines / 162 fields / 37 methods. Checkpoints H–L remain active, with explicit
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resource ownership and frame slots next. The Checkpoint G production App build
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is warning-free, all three corrected-diff reviews are clean, and the complete
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Release suite passes 7,553 tests / 5 intentional skips.
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raw lines / 162 fields / 37 methods at G. H adds sole lifetime roots for the
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terrain atlas and dedicated sky shader, one retained Host/runtime lease, an
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atomic update/render frame-root slot, and a prepare-aware portal fallback and
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transfer slot. GL construction and state mutations now use checked commit
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boundaries with exact retry ownership for failed names, bindless residency,
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and texture-binding restoration. `GameWindow` is 3,689 raw lines / 162 fields /
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37 methods. Checkpoints I–L remain active, with ordered production composition
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next. The Checkpoint H production App build is warning-free, its 61 focused
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ownership tests pass, the complete Release suite passes 7,606 tests / 5 skips,
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and all three final corrected-diff reviews are clean.
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### 4.4 Exit criteria
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