refactor(world): own live environment state
Move the DAT sky, selected day group, world clock, weather, AdminEnvirons bridge, and debug cycles into a one-shot WorldEnvironmentController while preserving GameWindow's public aliases and accepted startup/session/render order. Correct the named retail citations and register the remaining environment audio and fog/radar gaps. Co-authored-by: Codex <codex@openai.com>
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# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-07-22. **M3 landed; M4 is next after the active `GameWindow` structural prerequisite.** 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. The current program is the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md); Slices 1–7 and Slice 8 checkpoints A–C are complete, with the remaining composition/shutdown checkpoints active. New M4 quest/emote/character-creation feature bodies wait until that campaign is complete. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
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**Status:** Living document. Updated 2026-07-22. **M3 landed; M4 is next after the active `GameWindow` structural prerequisite.** 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. The current program is the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md); Slices 1–7 and Slice 8 checkpoints A–D are complete, with the remaining composition/shutdown checkpoints active. New M4 quest/emote/character-creation feature bodies wait until that campaign is complete. 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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@ -79,12 +79,12 @@ second synchronized soak pass with graceful exits, and the six stable PNG
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checkpoints preserve Slice 6 presentation. Issue #232 tracks the coarse
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process-residency gate's diagnostic blind spot; no tolerance was loosened.
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Final Slice 8 composition/shutdown cleanup is active. Checkpoints A–C now own
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the frozen shell boundary, all nine native callback edges, and live-session
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reset/selection/entry/route composition. `GameWindow` is 4,589 lines / 196
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fields / 69 methods; the Checkpoint C Release suite passes 7,408 tests / 5
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skips. Environment, input, settings, startup/resource transfer, and shutdown
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checkpoints D–L remain.
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Final Slice 8 composition/shutdown cleanup is active. Checkpoints A–D now own
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the frozen shell boundary, all nine native callback edges, live-session
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reset/selection/entry/route composition, and world clock/sky/day/weather/
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AdminEnvirons state. `GameWindow` is 4,330 lines / 192 fields / 67 methods;
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the Checkpoint D Release suite passes 7,419 tests / 5 skips. Input, settings,
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startup/resource transfer, and shutdown checkpoints E–L remain.
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This is a behavior-preserving structural program. Severe regressions still get
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root-cause fixes in separate commits; ordinary feature work resumes with M4
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@ -39,10 +39,12 @@ diagnostic owners preserve the accepted draw/failure graph. `GameWindow` is
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campaign baseline. The full Release suite passes 7,341 tests / 5 skips; the
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315.6-second capped/reconnect lifecycle gate and 395.2-second synchronized
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nine-destination soak pass with graceful exits, and six stable PNG checkpoints
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preserve Slice 6 presentation. Final Slice 8 checkpoints A–C are complete:
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preserve Slice 6 presentation. Final Slice 8 checkpoints A–D are complete:
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native callbacks and live-session composition now have explicit retryable
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owners, and `GameWindow` is 4,589 lines / 196 fields / 69 methods. Checkpoints
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D–L remain active. Issue #232 tracks process-residency variance in the soak without
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owners. Checkpoint D adds the sole world-environment owner for clock, DAT sky,
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day group, weather, and AdminEnvirons state. `GameWindow` is 4,330 lines / 192
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fields / 67 methods; 7,419 Release tests pass / 5 skip. Checkpoints E–L remain
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active. Issue #232 tracks process-residency variance in the soak without
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loosening its leak threshold.
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Carried:
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@ -20,7 +20,7 @@ audit.
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define host-quiescence failure semantics.
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- [x] C — extract live-session host/reset/binding callbacks and verify the
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embedded skill formula against named retail.
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- [ ] D — extract retail world-environment/day/weather behavior.
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- [x] D — extract retail world-environment/day/weather behavior.
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- [ ] E — extract two-phase raw pointer/camera input, focus, and framebuffer
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resize behind symmetric named subscriptions.
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- [ ] F — extract the sole gameplay input-action router plus focused combat and
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@ -471,6 +471,21 @@ checkpoint; the final connected lifecycle gate remains Checkpoint L.
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- Preserve existing named-retail citations and registered sound adaptation;
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diagnostics call typed commands rather than owning time/weather state.
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Result: `WorldEnvironmentController` is now the sole owner of the clock,
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loaded sky descriptor, selected day group, Weather state, server time sync,
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AdminEnvirons bridge, and time/weather debug cycles. `GameWindow` preserves its
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public readonly clock/weather aliases but only composes the owner into render
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and session seams. Initialization is explicitly one-shot, and missing GameTime
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restores the documented fallback origin instead of inheriting process-global
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state. Named-oracle review corrected the day picker to
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`SkyDesc::CalcPresentDayGroup @ 0x00500E10` and AdminEnvirons to
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`CPlayerSystem::Handle_Admin__Environs @ 0x0055DE20`; TS-54/TS-55 now register
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the carried centered-audio and complete fog/ambient/radar gaps. Three
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corrected-diff reviews are clean; 17 focused tests, the App suite (3,059 pass /
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3 intentional skips), the warning-free Release build, and the full suite
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(7,419 pass / 5 intentional skips) pass. No connected gate was required for
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this behavior-preserving ownership checkpoint.
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### E — pointer, focus, and framebuffer resize
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- Make SilkKeyboard/Mouse sources and dispatcher links reversible, then attach
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