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>
This commit is contained in:
Erik 2026-07-21 06:44:29 +02:00
parent f4cf802330
commit cf50ee3d50
8 changed files with 354 additions and 220 deletions

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