docs(architecture): close live-session ownership slice
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8 changed files with 80 additions and 50 deletions
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@ -28,9 +28,19 @@ projection, object-clock, and appearance-revision tokens reject stale work;
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ordinary/static frame handoffs own their buffers; retail short AnimFrames
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retain trailing visible and rigid poses. `GameWindow` is now 14,546 lines.
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**Next:** Slice 3 completes live-session ownership by moving connection,
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character entry, typed event subscriptions, graceful logout, reconnect, and
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session-scoped cleanup behind `LiveSessionController`/`LiveSessionEventRouter`.
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Slice 3 complete live-session ownership landed 2026-07-21: one
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`LiveSessionController` now owns resolve through graceful teardown/reconnect,
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with exact-generation reentrancy gates, transactional typed routing, dynamic
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UI command publication, and convergent session reset. The old GameWindow
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session/router/command fields and lifecycle bodies are gone. `GameWindow` is
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now 14,310 lines, 274 fields, and 190 methods; the Release suite passes 6,714
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tests with five intentional skips. Its connected gate passed capped login,
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five travel/revisit checkpoints, graceful close, and uncapped fresh-process
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reconnect in 306 seconds.
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**Next:** Slice 4 extracts live-entity App integration into focused hydration
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and network-update controllers over the existing canonical
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`LiveEntityRuntime`, without adding a second GUID or resource owner.
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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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@ -17,9 +17,10 @@ layer, the active structural prerequisite is the behavior-preserving
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`GameWindow` decomposition in
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[`docs/architecture/code-structure.md`](../architecture/code-structure.md).
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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 and live-animation-presentation Slice 2 are
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complete. `GameWindow` is now 14,546 lines, 277 fields, and 190 methods. Slice 3
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— complete live-session ownership — is next.
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Selection/interaction Slice 1, live-animation-presentation Slice 2, and
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complete live-session ownership Slice 3 are complete. `GameWindow` is now
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14,310 lines, 274 fields, and 190 methods. Slice 4 — live-entity App
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integration — is active 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 3 — complete live-session ownership
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**Status:** Active 2026-07-21.
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**Status:** Complete 2026-07-21.
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**Parent program:** [`docs/architecture/code-structure.md`](../architecture/code-structure.md), Slice 3.
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**Baseline:** `9a150e24`; `GameWindow.cs` is 14,546 lines, 277 fields, and
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190 methods before this slice.
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@ -47,7 +47,12 @@ character-selection UI or redesign the transport.
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unified shutdown, and structural regression gates proving the displaced
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fields and lifecycle bodies remain absent. Three-agent review clean.
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Release: 6,714 passed / 5 skipped.
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- [ ] F — final review, connected gate, and documentation closeout (in progress).
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- [x] F — final review, connected gate, and documentation closeout. All three
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independent review tracks finished clean. Release: 6,714 passed / 5 skipped.
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The 306-second connected lifecycle gate passed capped login, five travel/
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revisit checkpoints, exact graceful exit, and uncapped fresh-process
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reconnect; both client processes exited normally. The sole warning was 25
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expected world-edge landblock misses already classified by the gate.
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## 1. Outcome
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