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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