docs(plan): pin live-entity integration slice
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# GameWindow Slice 4 — live-entity App integration
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**Status:** Active 2026-07-21.
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**Parent program:** [`docs/architecture/code-structure.md`](../architecture/code-structure.md), Slice 4.
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**Baseline:** `ed9dc366`; `GameWindow.cs` is 14,310 lines, 274 fields, and
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190 methods before this slice. Release baseline: 6,714 passed / 5 skipped.
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**Behavior rule:** Preserve the accepted live-object identity, packet FIFO,
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independent timestamp authorities, render/physics/effect lifetime, and connected
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R6 behavior while moving their App integration to focused owners. Correct only
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proven retail-conformance defects with an explicit oracle and test; do not hide
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them inside a mechanical extraction.
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**Progress ledger:**
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- [ ] A — canonical seams: `LiveWorldOriginState`, single-bind runtime-component
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lifecycle bridge, extracted `RemoteMotion`, and canonical physics-host
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ownership. No wire or presentation behavior changes.
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- [ ] B — pure appearance/projection helpers and controller-level
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characterization tests.
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- [ ] C — hydration create/materialize/landblock-recovery ownership and direct
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CreateObject/streaming cutover.
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- [ ] D — ObjDesc/Parent/Pickup/ready/withdraw ownership and exact retained
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identity across leave-world/re-entry.
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- [ ] E — Delete/prune and retryable exact-incarnation teardown ownership.
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- [ ] F — Position/Vector/State/Movement controller, same-generation CreateObject
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tail, independent authority gates, and direct inbound cutover.
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- [ ] G — `GameWindow` cleanup, three-agent review cycle, full Release suite,
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connected gates, documentation, and durable memory closeout.
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## 1. Outcome and non-goals
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This slice creates two cooperating App owners:
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- `LiveEntityHydrationController` owns CreateObject, ObjDesc, Parent, Pickup,
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Delete/prune, DAT-backed appearance hydration, first materialization,
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landblock rehydration, ready publication, projection withdrawal, and exact
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App-component teardown over `LiveEntityRuntime`.
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- `LiveEntityNetworkUpdateController` owns accepted Position, Vector, State,
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and Movement routing into the existing motion, physics, projectile,
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presentation, and teleport owners. It also consumes the same-generation
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CreateObject update tail without reconstructing the entity.
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`LiveEntityRuntime` remains the only owner of server GUID ↔ local identity,
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incarnation, accepted snapshots, independent authority versions, spatial
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worksets, and teardown tombstones. Neither new controller may contain a GUID
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dictionary or cache an incarnation outside the runtime record it is currently
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validating.
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This is not a new entity model, physics algorithm, renderer, packet decoder, or
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DAT reader. It does not retire the documented future-packet, visibility-PVS,
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or null-parent-queue divergences. It does not redesign the accepted update
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thread or `RetailInboundEventDispatcher` FIFO.
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## 2. Retail and shipped oracles
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The extraction is pinned to:
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- `SmartBox::HandleCreateObject @ 0x00454C80`;
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- `ACCObjectMaint::CreateObject @ 0x00558870`;
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- `SmartBox::ProcessObjectNetBlobs @ 0x00454B20` and
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`QueueBlobForObject @ 0x00451B90`;
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- `SmartBox::HandleReceivedPosition @ 0x00453FD0`;
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- `SmartBox::DoPickupEvent @ 0x00452240` and
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`DoParentEvent @ 0x00452290`;
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- `SmartBox::HandleDeleteObject @ 0x00451EA0`;
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- `CPhysicsObj::set_description @ 0x00514F40`;
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- `CPhysicsObj::set_state @ 0x00514DD0`;
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- `CPhysicsObj::change_cell @ 0x00513390`;
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- `CPhysicsObj::exit_world @ 0x00514E60` and
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`leave_world @ 0x005155A0`;
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- [`2026-07-13-retail-projectile-vfx-pseudocode.md`](../research/2026-07-13-retail-projectile-vfx-pseudocode.md);
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- [`2026-07-18-retail-object-liveness-and-mesh-reclamation-pseudocode.md`](../research/2026-07-18-retail-object-liveness-and-mesh-reclamation-pseudocode.md);
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- [`2026-07-19-r6-update-object-order-pseudocode.md`](../research/2026-07-19-r6-update-object-order-pseudocode.md);
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- ACE and Holtburger object-update handlers as interpretation and protocol
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cross-checks, never as replacements for the named-retail ordering.
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The following rules are load-bearing:
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1. One logical object exists per accepted `INSTANCE_TS`. Equal generation
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mutates it; newer generation tears down and replaces it; older generation
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is ignored using retail's wrap-safe comparison, including the `0x8000`
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boundary.
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2. A fresh CreateObject constructs, describes, attaches, enters world, then
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replays queued blobs. An equal-generation CreateObject applies ObjDesc,
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Parent or Position/Pickup, Movement, State, Vector, then WeenieDesc without
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recreating the object.
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3. Position, Movement, State, Vector, ObjDesc, Teleport, ForcePosition,
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ServerControlledMove, and Instance authorities remain independent. After
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every reentrant callback, the exact record and relevant authority version
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are revalidated.
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4. Movement consumes strict `MOVEMENT_TS` before it can discover a stale
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server-controlled timestamp; equality on the latter is accepted.
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5. Parent, Pickup, and Position share `POSITION_TS`. Pickup unparents and
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leaves world; a later fresh Position unparents and restores the same object
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identity/resources.
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6. `leave_world` is not deletion. It clears cell/shadow/contact/transient
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presentation while retaining PartArray, movement, animation, scripts,
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effects, timestamps, and identity. Logical destruction alone performs
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`exit_world` manager cleanup.
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7. Inbound processing is one FIFO. Nested heterogeneous packets wait until the
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active packet reaches its complete tail.
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## 3. Architecture and interfaces
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### 3.1 Shared origin state
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`LiveWorldOriginState` owns the session-scoped world center currently spread
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across `_liveCenterX`, `_liveCenterY`, and `_liveCenterKnown`:
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```csharp
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bool IsKnown { get; }
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double CenterX { get; }
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double CenterY { get; }
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bool TryInitialize(double worldX, double worldY);
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void Recenter(double worldX, double worldY);
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void Reset();
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```
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Hydration, accepted Position/teleport, streaming, and render consumers share
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this state directly. No GameWindow callback conceals origin mutation.
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### 3.2 Runtime component lifecycle
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Introduce:
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```csharp
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interface ILiveEntityRuntimeComponentLifecycle
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{
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void TearDown(LiveEntityRecord exactRecord);
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}
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```
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`DeferredLiveEntityRuntimeComponentLifecycle` is a composition-only,
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single-assignment bridge. Construction order is fixed:
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1. construct the unbound bridge;
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2. construct `LiveEntityRuntime` with the bridge;
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3. construct effect, projectile, presentation, child, and related owners;
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4. construct hydration;
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5. bind the bridge exactly once to hydration;
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6. construct and bind the network-update sink;
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7. only then permit a live session to start.
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Calling before bind fails fast; second bind is rejected. This removes the
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circular GameWindow teardown façade without making runtime mutation optional.
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The existing `CompositeLiveEntityResourceLifecycle` remains the sole logical
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mesh/script registration transaction; hydration does not become a second
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resource owner.
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### 3.3 Canonical runtime components
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Move `RemoteMotion` out of `GameWindow` into `AcDream.App.Physics` without
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semantic changes. Store physics-host resolution on the exact
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`LiveEntityRecord` (or an explicit runtime-owned component index) rather than
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the duplicate `_physicsHosts` GUID dictionary. Local-player host publication
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uses the same focused owner, not a second identity table. Preserve the full-cell
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binding and remote-placement contract.
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### 3.4 Hydration API
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The controller surface is narrow and event-shaped:
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```csharp
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void OnCreate(WorldSession.EntitySpawn spawn);
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void OnObjDesc(ObjDescEvent.Parsed update);
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void OnDelete(DeleteObject.Parsed update);
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void OnPrune(LiveEntityPruneCandidate candidate);
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void OnPickup(PickupEvent.Parsed update);
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void OnParent(ParentEvent.Parsed update);
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bool TryAcceptParentForRender(ParentEvent.Parsed update);
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void OnLandblockLoaded(uint landblockId);
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bool EnsureWorldOriginAndRecover(
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LiveEntityRecord expected,
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ulong positionAuthorityVersion,
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WorldSession.EntitySpawn acceptedSpawn);
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void OnEntityReady(uint guid);
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bool WithdrawWorldProjection(uint guid);
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```
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Hydration receives focused concrete collaborators/ports: runtime and object
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table, the sole `DatCollection` and shared DAT lock, physics data cache,
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spawn/animation/collision builders, spatial state/origin/streaming, and the
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existing effect/projectile/child/presentation/light owners. It must not receive
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a generic GameWindow context or a bundle of callbacks to old substantial
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methods.
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ObjDesc mutates the captured exact entity. Acquire-before-publish rollback and
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post-callback incarnation checks preserve local ID, body, motion, physics host,
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effect owner, and parent state. Parent-on-spawn may reenter; the canonical
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snapshot is reread afterward. A materialized object only rebuckets; a pending,
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never-materialized object hydrates once. Landblock load never replays
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create-time logical resource activation.
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### 3.5 Network-update API
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The network owner accepts Position, Vector, State, Movement, and the equal-
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generation CreateObject tail. It resolves through `LiveEntityRuntime`, captures
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the relevant authority version, calls existing focused runtime owners, and
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revalidates exact record plus authority after every callback.
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Hydration calls a once-bound `ILiveEntityNetworkUpdateSink` for the
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same-generation tail. Network position recovery calls
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`EnsureWorldOriginAndRecover`; no substantial dispatch returns to GameWindow.
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Local ForcePosition, teleport presentation, projectile corrections, shadow
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updates, movement animation, and static/headless branches retain their shipped
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ordering.
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### 3.6 Direct composition
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At slice exit these callbacks point directly to the new owners:
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- session Create/Delete/Pickup/Parent/ObjDesc/Position/Vector/State/Movement;
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- streaming landblock-loaded rehydration;
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- liveness prune;
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- equipped-child parent acceptance and entity-ready replay;
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- runtime exact-component teardown.
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`GameWindow` keeps controller construction plus narrow frame calls. The old
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handler, hydration, collision-registration, appearance-rebind, ready,
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leave-world, and teardown method bodies must be absent, not retained as
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one-line façades.
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## 4. Commit sequence and gates
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### A — canonical seams
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- Add and test `LiveWorldOriginState`.
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- Add and test the fail-fast, single-bind lifecycle bridge.
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- Extract `RemoteMotion` mechanically; retarget all 51 App-test references.
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- Canonicalize physics-host ownership and remove `_physicsHosts` only after
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resolution/teardown/local-player tests prove equivalence.
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- Run App remote-motion, runtime, physics-host, session-reset, and structural
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suites; full Release build/test; three-agent review and re-review.
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### B — presentation helpers and characterization
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- Extract `AppearanceUpdateState`, appearance rebind, default-pose, and
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collision-build helpers behind focused App types.
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- Preserve the exact DAT lock and existing extracted WorldBuilder pipeline.
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- Add controller-harness fakes that require no Silk/GL context.
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- Characterize current leave-world failure ordering rather than silently
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redesigning it.
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- Run appearance, animation, spawn-adapter, collision, resource-lifecycle,
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and new characterization suites; full Release build/test; review cycle.
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### C — create and materialization
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- Implement hydration CreateObject registration, first materialization,
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pending deferral, landblock recovery, and ready publication.
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- Preserve prior-incarnation cleanup failure aggregation and rollback.
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- Route session CreateObject and streaming callbacks directly.
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- Tests: loaded create order; pending→loaded; materialized rebucket; same/
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older/new/wrapped generations; nested callback replacement; registration
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failure/retry; no duplicate mesh/script/effect activation.
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- Full Release build/test; review cycle.
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### D — appearance, parenting, pickup, withdrawal
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- Move ObjDesc, Parent, Pickup, child-ready, collision registration, and
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projection withdrawal.
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- Tests: identity/component preservation; acquire failure rollback; stale or
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reentrant ObjDesc; parent-before-create canonical reread; Pickup/Parent
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leave-world; Position re-entry with unchanged local ID/resources.
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- Bind child callbacks directly and remove their GameWindow façades.
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- Full Release build/test; review cycle.
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### E — delete and exact teardown
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- Move Delete/prune, teardown-plan construction, leave-world component cleanup,
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and retry tombstone behavior.
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- Bind runtime bridge and liveness directly.
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- Tests: unknown/stale/current Delete; callback deletion; dual failure;
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teardown retry; same-GUID newer generation during old teardown; reset
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convergence; no surviving renderer/collision/script/effect/light owner.
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- Full Release build/test; review cycle.
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### F — network-update owner
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- Move Movement, Vector, State, and Position routing plus the equal-generation
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CreateObject tail.
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- Preserve FIFO and independent authorities; test stale, equal, wrap, nested,
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and callback-invalidated updates for every channel.
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- Preserve ForcePosition, server-controlled move, teleport, projectile,
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shadow, static, airborne, autonomous, animated, and headless branches.
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- Route session callbacks directly and remove old GameWindow handlers.
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- Full Release build/test; review cycle.
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### G — closeout
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- Structural tests prove both controllers lack identity dictionaries and
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`GameWindow` lacks every moved field/type/method/body.
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- Run all live-runtime, object-table, parent/attachment, appearance/animation,
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effect/light/projectile, remote-motion/physics, inbound FIFO, liveness,
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stress, session-reset, and router suites.
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- Run `dotnet build AcDream.slnx -c Release` and full Release tests.
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- Run the connected R6 route and graceful reconnect gate, then user visual
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checks for inventory/equip/parenting, death/corpse, and portals when
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available.
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- Update architecture, roadmap, milestones, issues/divergence register, this
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ledger, `AGENTS.md`/`CLAUDE.md` when current-state pointers change, and
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durable GameWindow/live-runtime memory.
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## 5. Adversarial acceptance matrix
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Automated acceptance includes:
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- equal/old/new/wrapped `INSTANCE_TS`, including `0x8000`;
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- full same-generation call trace and WeenieDesc tail ordering;
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- nested heterogeneous FIFO and exact authority invalidation;
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- fresh loaded create and pending→loaded without replay;
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- loaded→loaded rebucket and loaded↔pending oscillation;
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- ObjDesc identity/body/motion/host/effect/parent preservation;
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- Parent/Pickup→cell-less→Position re-entry with unchanged local ID;
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- unknown/stale/current Delete, callback delete, GUID reuse, and retry;
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- state side-effect order and movement/ForcePosition timestamp order;
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- projectile and remote-position corrections across landblocks;
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- bridge unbound/second-bind failures;
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- session reset with zero surviving live owners;
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- 96-owner and repeated-recall stress with no resource growth;
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- source/reflection ownership gates.
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Connected acceptance includes:
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- capped login and populated radar/world;
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- remote creature motion and target/status projection;
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- wield/dewield, bow/wand/melee switching, ammo parenting, inventory pickup;
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- open and loot a corpse after approach;
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- kill/death/corpse lifetime;
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- recall and portal travel across landblocks, revisit, graceful close, and
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fresh-process reconnect;
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- uncapped post-reconnect performance checkpoint.
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## 6. Review discipline
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Every ownership commit receives three independent read-only reviews:
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1. retail conformance — symbols, ordering, timestamps, and documented
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divergences;
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2. architecture/integration — identity ownership, dependency direction,
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update-thread rules, lifecycle symmetry, and GameWindow reduction;
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3. adversarial testing — malformed/stale packets, callback reentrancy,
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registration failure, GUID reuse, landblock churn, reset, and leaks.
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The primary agent reproduces and fixes confirmed findings, reruns focused and
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full gates, and requests re-review until no actionable finding remains. No
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subagent writes the implementation.
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## 7. Explicit carried divergences
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Slice 4 preserves, rather than disguises:
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- AD-32 future-generation non-effect packet dropping;
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- AP-65 picked-up data-only weenie retention;
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- AP-69 approximate 384-unit visibility envelope;
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- TS-32 missing complete child-before-parent null-object queue;
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- the equal-generation PES-table refresh and VectorUpdate airborne/state
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adaptations recorded during Slice 4 planning.
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These remain visible in the divergence register and are not evidence that the
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ownership extraction itself is incomplete.
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