refactor(update): cut over the frame orchestrator
Reduce GameWindow.OnUpdate to one typed orchestration call and remove transitive window callbacks from teardown, liveness, teleport placement, live presentation, auto-entry, and entity packet routing. Preserve the frozen retail object/network order while making the production owner graph explicit and testable.
This commit is contained in:
parent
947c61d2d7
commit
e91f310279
18 changed files with 864 additions and 348 deletions
|
|
@ -27,7 +27,7 @@ never hidden behind a retry, delay, suppression flag, or reordered callback.
|
|||
- [x] F — extract the shared player-mode lifecycle plus fly/chase/player
|
||||
camera presentation and cut production over to one
|
||||
`UpdateFrameOrchestrator`.
|
||||
- [ ] G — delete the old `OnUpdate` bodies, callback facades, and obsolete
|
||||
- [x] G — delete the old `OnUpdate` bodies, callback facades, and obsolete
|
||||
frame state; run focused corrected-diff reviews after each ownership edge.
|
||||
- [ ] H — full Release suite, connected lifecycle/reconnect gate, synchronized
|
||||
resource soak, documentation, durable memory, and line/field/method closeout.
|
||||
|
|
@ -469,6 +469,19 @@ passed / 5 skipped. All three corrected-diff reviews are clean.
|
|||
`GameWindow.cs` is 7,160 lines, down 8,563 lines (54.5%) from the 15,723-line
|
||||
slice baseline.
|
||||
|
||||
**Checkpoint G completed 2026-07-22.** `GameWindow.OnUpdate` now owns only the
|
||||
update profiler scope and one `UpdateFrameOrchestrator.Tick` call. Teardown,
|
||||
absolute liveness time, local timestamp publication, expiry deletion,
|
||||
player-mode auto-entry, live-origin initialization, Hidden PartArray
|
||||
boundaries, remote teleport placement, and all twelve live-entity session
|
||||
packet routes resolve through typed runtime owners; the former transitive
|
||||
window callbacks and obsolete frame fields are gone. The App suite is green
|
||||
at 2,823 passed / 3 skipped. Focused orchestration, lifecycle, presentation,
|
||||
teleport, origin, and session tests are green, and all three corrected-diff
|
||||
reviews are clean. `GameWindow.cs` is 7,026 raw lines / 241 fields / 108
|
||||
methods, down 1,785 lines and 45 methods from the Slice-6 baseline and 8,697
|
||||
lines (55.3%) from the 15,723-line pre-extraction class.
|
||||
|
||||
### H — release and connected gates
|
||||
|
||||
After all three independent corrected-diff reviews are clean:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue