docs(architecture): reconcile GameWindow extraction program
Close the completed M3 and portal observer gates, make the behavior-preserving GameWindow ownership campaign the explicit M4 prerequisite, and replace the stale extraction sketch with an implementation-audited sequence. Co-authored-by: OpenAI Codex <codex@openai.com>
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@ -24,12 +24,12 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## Current queue — 2026-07-20
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## Current queue — 2026-07-21
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- **Next visual gate:** R6 locomotion/collision/projectile/teleport comparison
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after the complete-root-Frame/object-workset cutover.
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- **M3 closing gate:** `#218`, final two-client portal-out/materialization and
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indoor observer comparison.
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- **Active structural work:** `GameWindow` decomposition, beginning with the
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selection/interaction ownership slice in
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[`docs/architecture/code-structure.md`](architecture/code-structure.md).
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This is the behavior-preserving prerequisite before new M4 feature bodies.
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- **Separate rendering gate:** `#225`, lifestone/particle alpha ordering. Its
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connected performance, lifetime, and unattended portal routes pass.
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- **Carried behavior debt:** `#153` far-teleport unstreamed-edge arrival and
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@ -98,7 +98,7 @@ production runtime failure.
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**Acceptance:** A non-incremental Release solution build reports zero warnings
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and zero errors without suppressing analyzers or weakening nullable checking;
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the full 6,480-pass / 5-skip suite remains green.
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the full 6,481-pass / 5-skip suite remains green.
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---
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@ -565,7 +565,7 @@ Passed 2026-07-17: “Yes works.”
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## #218 — Portal silhouette pose, destination reveal, and indoor observer snap
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**Status:** IN-PROGRESS — root fixes implemented 2026-07-16; pending connected visual gate
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**Status:** DONE — 2026-07-21, final two-client observer gate user-confirmed
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**Severity:** HIGH
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**Filed:** 2026-07-16
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**Component:** portal VFX / streaming / physics / outbound movement
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@ -635,6 +635,9 @@ pose; outdoor exits reveal only fully rendered terrain/scenery; and a retail
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observer sees acdream run and stop repeatedly inside a dungeon without any
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snap back to the entrance.
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**Gate:** Passed 2026-07-21. The user confirmed the final two-client
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portal-out/materialization and indoor observer comparison on the R6 baseline.
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---
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## #217 — Character windows did not receive live 64-bit experience updates
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