docs(architecture): close GameWindow slice 5
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7 changed files with 70 additions and 43 deletions
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@ -47,15 +47,16 @@ passes 6,940 tests with five intentional skips. The 310-second connected R6
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gate passed seven destinations/revisits, movement/jump/combat exercises, and
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graceful close.
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**Current:** Slice 5 checkpoints A–G have extracted the DAT-backed worker
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Slice 5 is complete: checkpoints A–G extracted the DAT-backed worker
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build plus render, physics, DAT-static, and retryable Near/full presentation
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ownership into `LandblockPresentationPipeline`. Production has no callback
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facade back into the deleted GameWindow apply bodies. A retained shared-origin
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transaction retires the complete old window before teleport recenter or
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session replacement, including failure/retry and fast relogin. `GameWindow` is
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8,793 raw lines (44% below the campaign baseline) and the Release suite passes
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7,052 tests with five intentional skips. Slice 5H deterministic and connected
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closeout is active.
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session replacement, including failure/retry and fast relogin. Shutdown keeps
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the reset graph alive until disposal converges. `GameWindow` is 8,811 raw
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lines / 247 fields / 153 methods (44% below the campaign baseline); 7,054
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Release tests, the capped/reconnect lifecycle gate, and the synchronized
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nine-stop resource soak pass. Slice 6 update-frame orchestration is active.
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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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@ -19,14 +19,15 @@ layer, the active structural prerequisite is the behavior-preserving
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The 2026-07-21 audit baseline was 15,723 lines, 278 fields, and 205 methods.
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Selection/interaction Slice 1, live-animation-presentation Slice 2, complete
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live-session ownership Slice 3, and live-entity App integration Slice 4 are
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complete. Slice 5 landblock-presentation checkpoints A–G are also complete:
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complete. Slice 5 landblock presentation is also complete:
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the worker DAT transaction, render/physics/static publishers, and retryable
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Near/full retirement now have focused owners. The direct production cutover
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also serializes complete old-window retirement with teleport and session
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origin lifetimes. `GameWindow` is 8,793 raw lines, down 1,508 from the Slice-5
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baseline and 6,930 (44%) from the campaign baseline. The full Release suite
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passes 7,052 tests / 5 skips; Slice 4's seven-destination connected R6 route
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passed in 310 seconds. Slice 5H deterministic/connected closeout is active.
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origin lifetimes. `GameWindow` is 8,811 raw lines / 247 fields / 153 methods,
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down 1,490 lines from the Slice-5 baseline and 6,912 (44%) from the campaign
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baseline. The full Release suite passes 7,054 tests / 5 skips; the 311-second
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capped/reconnect lifecycle gate and synchronized 394-second nine-destination
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resource soak both pass. Slice 6 update-frame orchestration is next.
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Carried:
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#153 far-teleport residual, #116 slide-response, the remaining R6 ownership cleanup plus
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@ -1,6 +1,6 @@
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# GameWindow Slice 5 — landblock presentation
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**Status:** Active 2026-07-21.
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**Status:** Complete 2026-07-21 (`4a205a3e`).
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**Parent program:** [`docs/architecture/code-structure.md`](../architecture/code-structure.md), Slice 5.
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**Baseline:** `2b10e91e`; `GameWindow.cs` is 10,301 lines, 267 fields, and
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163 methods. Release baseline: 6,940 passed / 5 skipped. The connected R6
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@ -98,9 +98,23 @@ test, and bisectable commit rather than being hidden in a mechanical move.
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`GameWindow.cs` is 9,011 lines.
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- [x] G — cut `StreamingController` and `GameWindow` directly to the pipeline;
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delete old bodies, scratch state, and callback facades.
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- [ ] H — three-agent corrected-diff review, full Release suite, deterministic
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lifecycle gate, seven-destination resource soak, documentation, and durable
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- [x] H — three-agent corrected-diff review, full Release suite, deterministic
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lifecycle gate, nine-destination resource soak, documentation, and durable
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memory closeout.
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- Landed in `4a205a3e`: native shutdown now keeps the live-session reset
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dependencies alive until deferred/reentrant disposal actually converges;
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source and behavioral tests pin that completion barrier. Both connected
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harnesses scan the final post-close logs for shutdown/disposed-resource
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failures. The resource gate uses an already-warm Caul → Sawato → Caul
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plateau instead of comparing a cold first load to a warmed cache, and
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every route command blocks on its exact portal-materialization count.
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- All three final reviews are clean. Release gate: 7,054 passed / 5 skipped.
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The capped/reconnect lifecycle gate passed in 311.4 seconds. The
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synchronized nine-stop soak passed in 394.1 seconds; Caul return → plateau
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changed working/private memory by only +56.4/+48.4 MiB and update p95 by
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0.8 → 0.7 ms. `GameWindow.cs` closes Slice 5 at 8,811 raw lines, 247
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fields, and 153 methods—1,490 lines below the Slice-5 baseline and 6,912
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lines (44%) below the campaign baseline.
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Every checked checkpoint is committed as a bisectable architectural unit.
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Documentation records the exact commit and accepted test count as work lands.
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@ -385,15 +399,15 @@ the shared origin may be reused. Reviews closed full-window overlap, radius
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reconfiguration, sealed-dungeon bootstrap, committed-callback retry,
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reentrancy, fast-relogin, and ordinary-logout gaps. Three final reviews are
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clean; the zero-warning Release build and 7,052 tests pass with five skips.
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`GameWindow.cs` is 8,793 raw lines, 1,508 below the Slice-5 baseline and 6,930
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(44%) below the campaign baseline.
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`GameWindow.cs` was 8,793 raw lines at checkpoint G, 1,508 below the Slice-5
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baseline and 6,930 (44%) below the campaign baseline.
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### H — closeout
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**Active.** No new landblock ownership moves are planned in H; it proves the
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landed graph under deterministic and connected lifecycle churn, reconciles
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divergence pointers/documentation, and records the final Slice-5 structural
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measurement before Slice 6 begins.
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**Complete in `4a205a3e`.** H proved the landed graph under deterministic and
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connected lifecycle churn, corrected shutdown-stage ordering so session reset
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converges before its streaming dependencies are disposed, and strengthened the
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resource oracle to compare already-warm steady-state revisits.
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- Run focused App/Core/Net tests after each checkpoint.
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- After each code checkpoint, run three independent read-only reviews: retail/
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@ -401,7 +415,7 @@ measurement before Slice 6 begins.
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analysis. Fix confirmed findings and repeat review until clean.
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- Run `dotnet build AcDream.slnx -c Release` and the full Release test suite.
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- Run deterministic first-login/portal lifecycle automation and the connected
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seven-destination resource soak. Verify retirement/preparation queues drain,
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nine-destination resource soak. Verify retirement/preparation queues drain,
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residence matches the region, resource counts remain bounded, and graceful
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close succeeds.
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- Update the divergence register pointers in IA-14, AD-2, AD-22, and any other
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@ -410,6 +424,11 @@ measurement before Slice 6 begins.
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- Update architecture, milestones, roadmap, issues if needed, synchronized
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`AGENTS.md`/`CLAUDE.md`, and durable decomposition/render memory.
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The final IA-14/AD-2/AD-22 audit found no new retail divergence. IA-14 and
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AD-22 still point at the correct WB/mesh owners; AD-2 now names the extracted
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origin-recenter/presentation owners. AD-6, AD-24, AP-31, and TS-52 remain open
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as required.
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## 6. Acceptance matrix
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Automated acceptance includes:
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