docs(architecture): plan GameWindow render-frame extraction
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@ -605,89 +605,76 @@ visual-distance reduction.
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## Per-Frame Update Order (current runtime)
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```
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1. Network tick
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└── Drain inbound queue → process CreateObject, UpdateMotion,
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UpdatePosition, PlayerTeleport → create/update GameEntities
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2. Streaming tick
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└── Compute observer position → load/unload landblocks →
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create terrain + scenery GameEntities
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3. Input tick (player mode only)
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└── InputDispatcher scopes → PlayerMovementController →
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MotionInterpreter/body prediction → ResolveWithTransition →
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send MoveToState/AutonomousPosition to server
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4. Entity / animation tick
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└── Current code still has scattered world/entity state. L.1 owns
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animation parity; L.2 owns movement/collision conformance.
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5. Render tick
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└── Read current entity mesh refs, draw
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TerrainModernRenderer + WbDrawDispatcher + EnvCellRenderer
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(frustum cull, translucency pass, portal visibility, etc.)
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World Wb translucents + Scene particles submit to RetailAlphaQueue;
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RetailPViewRenderer flushes the landscape scope before the conditional
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depth clear and GameWindow flushes the final scope before private
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viewports/UI. Sky/private viewport particles remain immediate.
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Projectiles remain ordinary live-entity draws; there is no global or
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projectile-specific render pass.
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6. Plugin tick
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└── Fire IEvents, drain IActions queue
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6a. UI tick
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IPanelHost.Draw → iterate registered IPanel instances, build
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ViewModels from IGameState, dispatch user Commands via ICommandBus.
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Backend-agnostic — ImGui or custom retail-look draws here depending
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on which is compiled in. See docs/plans/2026-04-24-ui-framework.md.
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UpdateFrameOrchestrator
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1. retry retained live-entity teardown tombstones
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2. normalize/publish the host and PhysicsScript clocks
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3. converge streaming origin, readiness, residence, and rescued projections
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4. sample semantic input, raw mouse, and combat intent
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5. advance local/ordinary/static live objects and deferred effect tails
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6. drain inbound session traffic in one GpuWorldState mutation batch
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7. run the local post-network CommandInterpreter position tail
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8. reconcile roots, children, emitters, and lights without advancing time
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9. expire liveness
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10. advance local teleport/reveal/tunnel presentation
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11. evaluate one-shot player-mode entry
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12. publish fly/chase/player camera presentation
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```
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`GameWindow.OnUpdate` owns only the profiler scope and one orchestrator handoff.
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The accepted host order above is preserved as TS-53; it is not overclaimed as
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the exact retail `Client::UseTime` order. See the completed Slice 6 ledger and
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`memory/project_gamewindow_decomposition.md`.
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The render callback currently owns the GPU frame boundary and draw graph. Slice
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7 extracts that graph without changing its order: per-resource frame begins and
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render-thread uploads; world/PView and its two shared-alpha scopes; portal and
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paperdoll private viewports; retained gameplay UI; ImGui devtools; screenshot;
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then the GPU-flight close in `finally`. Both UI stacks coexist in the same frame.
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---
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## Render Pipeline (SSOT — current state + unified-PView target)
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## Render Pipeline (SSOT — current accepted state)
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> The modern path (Phase N.5, mandatory) is
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> `WbDrawDispatcher` (entities) + `EnvCellRenderer` (indoor cell shells) +
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> `TerrainModernRenderer` (terrain), fed by the portal-visibility stack. This section is
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> the authoritative description of how indoor/outdoor rendering is *supposed* to work and
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> where the code currently diverges. Canonical reset handoff:
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> `docs/research/2026-05-31-render-architecture-reset-handoff.md`.
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> `TerrainModernRenderer` (terrain), fed by the unified PView stack. This is the
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> authoritative current draw model; the 2026-05-31 reset handoff is historical.
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**The principle (retail PView).** acdream must render the world the way retail does —
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through **one** portal-visibility traversal whose output **gates every geometry type
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uniformly**. From the player's cell, walk the portal graph; each visible cell carries a
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screen-space clip region (its portal opening, recursively intersected); the **outside**
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(terrain + outdoor scenery) is reached only through **exit portals** and is clipped to
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those openings. Interior cell shells, interior statics, and the outside are **all**
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clipped to their PView region. This is why retail is **seamless by construction**. Decomp
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anchors: `PView::ConstructView` (`:433750`), `InitCell` (`:432896`), `DrawCells`
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(`:432715`), `CEnvCell::find_visible_child_cell` (`:311397`), `SmartBox::update_viewer`
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(`:92761`). Reference port acdream owns but never invokes: WB `RenderInsideOut` /
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`VisibilityManager`.
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**One visibility owner.** `RetailPViewRenderer.DrawInside` is the production
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world gate. Its root is the collided camera/viewer cell, or the synthetic
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outdoor cell adaptation; the player's current cell separately owns sunlight
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and indoor lighting. A null root exists only for login/debug/streaming-gap
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fallback frames. `RetailPViewRenderer` is the one authoritative PView owner and
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product family: it builds the main frame, deliberate per-building exterior
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floods for the synthetic outdoor root, and separate interior-root look-in
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frames. No second per-frame ACME visibility BFS competes with that family.
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**The one rule:** *compute visibility once; enforce it once, for all geometry.* Indoors,
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you see the outside **only** through portal openings (clipped); an empty outside-view
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(windowless interior) draws **no** outdoor geometry. Outdoors, the gate is "everything."
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**Current draw discipline.** Outside-view slices draw sky, terrain, and outdoor
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statics first. Interior-root building look-ins then punch all entry apertures
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before drawing their shell and contents. The landscape shared-alpha scope
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flushes before the root-specific depth boundary. Interior roots perform the
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conditional depth clear and then write true-depth exit seals; the synthetic
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outdoor root retains world depth and writes far-Z building-entry punches.
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Opaque EnvCell shells, immediate far-to-near transparent EnvCell shells, cell
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statics and their particles, then the surviving main-stage dynamics and their
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particles follow. Look-in and outside-stage dynamics intentionally draw in
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their earlier landscape phases. The final world shared-alpha scope flushes
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before private portal/paperdoll viewports and UI.
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**Current divergence (the patchwork — what the reset must fix).** acdream computes the
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visibility correctly (`CellVisibility.ComputeVisibility` → `PortalVisibilityBuilder.Build`,
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a `ConstructView` port → `ClipFrameAssembler`) but then **enforces it three different,
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inconsistent ways**:
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1. `TerrainModernRenderer` — gated by `TerrainClipMode {Skip|Scissor|Planes}` (the Scissor
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fallback over-includes).
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2. `EnvCellRenderer` — gated by the per-cell clip slot (≈correct; the shells DO render —
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proven by the `[shell]` probe, `ACDREAM_PROBE_SHELL`).
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3. `WbDrawDispatcher` — gated by `ParentCellId ∈ visibleCellIds`, **but outdoor stabs
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(`ParentCellId==null`) bypass the gate** → outdoor scenery/terrain shows from inside
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(issue #78).
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The modern renderer intentionally does not hard-clip every shell or entity to
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the accumulated polygon. It combines PView admission and viewcone checks with
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retail's punch/seal depth discipline; terrain/outside slices use the bounded
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clip-plane/scissor adaptation. World Wb translucents and Scene particles share
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one stable far-to-near `RetailAlphaQueue`; EnvCell transparent shells and
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private viewports remain immediate. Projectiles are ordinary live-entity draws,
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never a separate global pass.
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Three gates that must agree but don't → structural seams (transparent walls,
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terrain-through-floor, grey enclosure). **The reset consolidates them into the single
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PView gate** (outside content clipped to the `OutsideView` region; no `ParentCellId==null`
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bypass; no Scissor over-include). This is a **consolidation of existing machinery**
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(`PortalVisibilityBuilder` + `ClipFrame`), not a rewrite. Do NOT add a fourth special-case
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gate to mask a seam — that anti-pattern produced the patchwork.
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Retail anchors are `SmartBox::RenderNormalMode @ 0x00453AA0`,
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`PView::DrawInside @ 0x005A5860`, `PView::DrawCells @ 0x005A4840`,
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`LScape::draw @ 0x00506330`, `D3DPolyRender::FlushAlphaList @ 0x0059D2E0`,
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and `SceneTool::EndFrame @ 0x0043FB30`. The deliberate modern/PView
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adaptations are audited in the retail divergence register; Slice 7 changes
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their ownership only, not their behavior.
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### Streaming publication ownership
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@ -179,7 +179,7 @@ src/AcDream.App/
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├── RuntimeOptions.cs # typed startup options (Rule 4)
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├── Rendering/
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│ ├── GameWindow.cs # thin: GL/window lifecycle + delegates per-frame to RenderFrameOrchestrator
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│ ├── RenderFrameOrchestrator.cs # per-frame draw order (sky → terrain → opaque → trans → particles → debug → UI)
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│ ├── RenderFrameOrchestrator.cs # GPU-flight boundary + typed world/private/UI render phases
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│ ├── LiveEntityAnimationScheduler.cs # shipped: ordinary live-object update workset
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│ ├── LiveEntityAnimationPresenter.cs # final part-pose/mesh/effect composition after scheduler output
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│ ├── RetailStaticAnimatingObjectScheduler.cs # shipped: separate static-animation workset
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@ -606,6 +606,10 @@ registered; this behavior-preserving extraction introduced no new divergence.
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#### Slice 7 — extract `RenderFrameOrchestrator`
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Detailed execution ledger:
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[`docs/plans/2026-07-22-gamewindow-slice-7-render-frame-orchestration.md`](../plans/2026-07-22-gamewindow-slice-7-render-frame-orchestration.md)
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(active).
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Move the complete draw graph and its reusable frame-local scratch state into a
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GL-owning App collaborator. Preserve the exact modern pipeline order, clip
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routing, PView flood, landscape/opaque/shared-alpha flush boundaries,
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@ -0,0 +1,481 @@
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# GameWindow Slice 7 — render-frame orchestration
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**Status:** Active 2026-07-22.
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**Parent program:** [`docs/architecture/code-structure.md`](../architecture/code-structure.md), Slice 7.
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**Baseline:** `9512404e`; `GameWindow.cs` is 7,026 raw lines, 241 fields, and
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108 methods. The Release suite passes 7,182 tests / 5 fixture or environment
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skips. The 314-second lifecycle/reconnect gate and 394-second synchronized
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nine-stop resource soak pass.
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**Behavior rule:** This is an ownership extraction. Preserve every accepted
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world/PView/alpha/private-viewport/UI draw edge, render-thread publication
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edge, GL-state boundary, and GPU-flight failure contract. Do not combine the
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extraction with a render-quality change, visibility correction, frame-order
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port, or resource-lifetime redesign.
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## Progress ledger
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- [ ] A — freeze the complete render graph, correct the architecture SSOT, and
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introduce data-only frame contracts plus deterministic order/failure tests.
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- [ ] B — extract paperdoll, panel-layout/devtools, and render-diagnostics leaf
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owners while `GameWindow` still orders the frame.
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- [ ] C — extract frame-resource begin/upload/publication and live display,
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and weather/display foundations that do not depend on camera/root
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classification.
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- [ ] D — extract frame-data classification and reusable world scratch without
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duplicating live identity, spatial, visibility, or resource ownership; then
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run the dependent audio, sky, lighting, and listener preparation.
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- [ ] E — replace `RetailPViewDrawContext`'s callback bag with a typed
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`RetailPViewPassExecutor` and data-only inputs.
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- [ ] F — extract `WorldSceneRenderer`, including both shared-alpha scopes,
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PView/fallback world branches, particles, debug world draw, and completion.
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- [ ] G — compose `RenderFrameOrchestrator`, cut `GameWindow.OnRender` to one
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handoff, and delete obsolete frame bodies, fields, helpers, and callbacks.
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- [ ] H — corrected-diff reviews, full Release suite, connected lifecycle and
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soak gates, framebuffer comparison, documentation, memory, and metrics.
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Every checked checkpoint is one bisectable architectural commit. A checkpoint
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does not complete while a new owner merely delegates a substantial body back to
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`GameWindow`.
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## 1. Outcome and non-goals
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At slice exit, `GameWindow.OnRender` supplies one immutable delta/viewport input
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to `RenderFrameOrchestrator`. The orchestrator owns the GPU-flight transaction
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and composes focused frame-resource, world-scene, private-presentation, and
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diagnostic phases. `GameWindow` remains the construction and shutdown shell; it
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does not keep the draw graph, PView pass callbacks, frame scratch, paperdoll
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assembly, or performance-title body.
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The target ownership graph is:
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```text
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RenderFrameOrchestrator
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├── RenderFrameResourceController GPU slot + resource BeginFrame/upload
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├── WorldRenderFrameBuilder camera/root/light/classification facts
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├── WorldSceneRenderer accepted world draw graph
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│ ├── RetailPViewRenderer visibility/order owner
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│ ├── RetailPViewPassExecutor concrete GL pass implementation
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│ └── WorldRenderDiagnostics probes/debug counters/signatures
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├── PrivatePresentationRenderer portal + paperdoll + retained UI + ImGui
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│ ├── PaperdollFramePresenter
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│ └── DevToolsFramePresenter
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└── RenderFrameDiagnosticsController title/resource/frame snapshots
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```
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Names may narrow as code lands, but the ownership boundaries do not collapse
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into one replacement god object. No new owner may receive `GameWindow`, a broad
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service locator, or an anonymous list of callbacks into the window.
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This slice does **not** change:
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- the viewer-cell render root or player-cell lighting root;
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- synthetic outdoor-cell behavior or the null-root safety path;
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- portal flood, building pre-gates, clip-plane/scissor limits, punch/seal
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depth behavior, shell lift, viewcone culling, or draw distances;
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- shared-alpha sort keys, scope boundaries, blend/cull behavior, or immediate
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EnvCell/private alpha;
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- weather, fog, point-light selection, particle visibility/range, terrain
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quality, FOV, frame pacing, or audio-listener formulas;
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- portal-space, paperdoll, retained gameplay UI, ImGui, or screenshot visuals;
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- resource ownership, shutdown/disposal order, or three-frame GPU retirement;
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- TS-53's retained-UI time placement on the render seam.
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Issue #225's translucent lifestone/particle comparison remains a separate user
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visual gate. Passing this structural slice must not mark it resolved.
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## 2. Retail oracle and accepted adaptations
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This extraction reuses the existing named-retail research rather than
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reinterpreting the draw algorithms:
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- `SceneTool::BeginScene @ 0x0043DAD0` establishes the black scene-clear
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baseline used by portal CreatureMode replacement;
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- `SmartBox::DrawNoBlit @ 0x00454C20` updates the viewer and invokes the normal
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world render before post-world selection work;
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- `SmartBox::RenderNormalMode @ 0x00453AA0` owns landscape/inside dispatch and
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the final retail alpha flush;
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- `RenderDeviceD3D::DrawInside @ 0x0059F0D0`,
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`PView::DrawInside @ 0x005A5860`, and
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`PView::ConstructView @ 0x005A57B0` own the portal traversal;
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- `PView::DrawCells @ 0x005A4840` fixes the outside-landscape → alpha flush →
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conditional depth clear → exit masks → shells → object-list order;
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- `LScape::draw @ 0x00506330`, `GameSky::Draw @ 0x00506FF0`,
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`DrawBuilding @ 0x0059F2A0`, `DrawBlock @ 0x005A17C0`, and
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`DrawObjCellForDummies @ 0x005A0760` constrain the landscape/building/cell
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phases;
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- `AddMeshToAlphaList @ 0x0059C230` and
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`FlushAlphaList @ 0x0059D2E0` constrain alpha submission/flush boundaries;
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- `CPhysicsPart::UpdateViewerDistance @ 0x0050E030` and
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`CShadowPart::insertion_sort @ 0x006B5130` constrain transformed DAT
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SortCenter/CYpt and stable far-to-near ordering;
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- `CreatureMode::Render @ 0x004529D0` constrains portal and paperdoll private
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viewports;
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- `SceneTool::EndFrame @ 0x0043FB30` proves retail gameplay UI precedes retail
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profiler/debug overlays; placing ImGui above gameplay UI is acdream's IA-12
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modern coexistence adaptation, not literal Keystone parity.
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The readable pseudocode oracle is
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[`docs/research/2026-06-05-retail-pview-indoor-render-pseudocode.md`](../research/2026-06-05-retail-pview-indoor-render-pseudocode.md),
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with the current full reference in
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[`docs/research/2026-06-02-retail-render-pipeline-full-reference.md`](../research/2026-06-02-retail-render-pipeline-full-reference.md).
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Shared-alpha ordering is pinned separately by
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[`docs/research/2026-07-18-retail-shared-alpha-list-pseudocode.md`](../research/2026-07-18-retail-shared-alpha-list-pseudocode.md).
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This slice preserves, rather than retires, the registered modern adaptations:
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IA-8/9/10/12/14/15; AD-16/17/19/24;
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AP-21/32/33/34/35/85/92/115/116/117;
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TS-6/7; and TS-53. Source pointers move with ownership in the same commit, but
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mechanism/risk language changes only if behavior actually changes.
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## 3. Frozen production render order
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The complete accepted order is:
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1. call `GpuFrameFlightController.BeginFrame` outside the render `try`;
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2. begin the composite-texture frame and cache tick;
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3. begin, in order, dispatcher, EnvCell, portal depth, world text, retained-UI
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text, clip, terrain, lighting UBO, then profiler frame state for the current
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GPU slot;
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4. select the portal replacement viewport; reset particle visibility when it
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is active;
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5. choose portal black or normal fog clear color, force depth writes, clear
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color/depth/stencil, and establish CW/back-face frame-global state;
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6. run GL-state/surface diagnostics;
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7. advance render-thread publication in order: `WbMeshAdapter.Tick`, destination
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reveal preparation/evaluation, then `ParticleRenderer.BeginFrame`;
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8. begin ImGui, tick weather, and begin retail selection-scene accumulation;
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9. when a normal camera/world viewport is active:
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- begin the one frame-scoped `RetailAlphaQueue` collection; its landscape
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`Flush` drains the first sub-scope and `EndFrame` later drains the final
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world sub-scope without a second begin;
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- resolve camera/projection/frustum and begin particle/terrain visibility;
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- publish world-reveal visibility/completion;
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- preview audio/display settings and publish the listener;
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- resolve player lighting cell and collided viewer render cell;
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- build prior-visible-cell point-light candidacy, sun/fog/lighting UBO, and
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animated/equipped classification;
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- construct the synthetic outdoor root/building candidates when required;
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- run the null-root safety world or the one `RetailPViewRenderer.DrawInside`
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graph;
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- draw the post-world Scene particles/weather fallback and debug geometry;
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- sample current-frame DebugVM visible-landblock and nearest-collision facts
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before the developer UI can consume them;
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- close the final shared-alpha scope and publish terrain/cell particle
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visibility;
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10. complete retail selection-scene accumulation;
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11. draw the portal CreatureMode replacement viewport;
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12. render the private paperdoll FBO before its 2-D widget blit;
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13. tick/update-cursor/draw retained gameplay UI;
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14. render ImGui menus and developer panels above gameplay UI;
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15. capture a requested default-framebuffer screenshot;
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16. publish window-title, resource-dump, and frame-profile diagnostics;
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17. close the exact GPU frame once in `finally`.
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Within `RetailPViewRenderer.DrawInside`:
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1. construct the main PView; merge per-building exterior floods only for the
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synthetic outdoor root and build separate look-in frames for interior roots;
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2. assemble/upload the one clip arena, prepare EnvCell batches, partition
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statics/dynamics, and classify outside-stage dynamics;
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3. draw each outside slice early: sky, terrain, and outdoor statics;
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4. draw building look-ins: all far-Z punches, opaque shells, then transparent
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shells plus statics/dynamics/emitters;
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5. draw outside-stage dynamic meshes, Scene particles, and weather late;
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6. draw one interior-root unattached Scene-particle pass;
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7. flush the **landscape** shared-alpha scope;
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8. for an interior root, perform the full depth clear, then write true-depth
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exit seals; for an outdoor root, retain world depth and use far-Z entry
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punches;
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9. draw opaque EnvCell shells once, then transparent shell cells immediate
|
||||
far-to-near;
|
||||
10. draw cell statics as one cross-cell batch, then their particles;
|
||||
11. draw the surviving main-flood dynamics last, then their particles; look-in
|
||||
and outside-stage dynamics remain in their earlier landscape phases.
|
||||
|
||||
The landscape alpha flush must never move across the depth clear. The final
|
||||
world alpha close must never move after portal/paperdoll private viewports.
|
||||
|
||||
## 4. Architecture and interfaces
|
||||
|
||||
### 4.1 Frame transaction
|
||||
|
||||
Use immutable values equivalent to:
|
||||
|
||||
```csharp
|
||||
internal readonly record struct RenderFrameInput(
|
||||
double DeltaSeconds,
|
||||
int ViewportWidth,
|
||||
int ViewportHeight);
|
||||
|
||||
internal readonly record struct WorldRenderFrameOutcome(
|
||||
int VisibleLandblocks,
|
||||
int TotalLandblocks,
|
||||
bool NormalWorldDrawn);
|
||||
```
|
||||
|
||||
Portal-viewport selection and drawing belong to `PrivatePresentationRenderer`,
|
||||
which runs after the world phase. If a combined public outcome becomes useful,
|
||||
the top-level orchestrator composes it only after private presentation; the
|
||||
world owner never claims that a later viewport was drawn.
|
||||
|
||||
`RenderFrameOrchestrator` receives a small fixed set of typed phase owners. It
|
||||
does not receive every renderer separately, a mutable frame-services bag, or
|
||||
`GameWindow`.
|
||||
|
||||
`BeginFrame` remains outside the `try`: if it fails, no `EndFrame` is attempted.
|
||||
After begin succeeds, every failure closes exactly once. Render failure plus
|
||||
close failure becomes the current explicit `AggregateException`; close-only
|
||||
failure propagates directly. Alpha, particle-visibility, and selection-scene
|
||||
completion retain their current non-finally behavior; changing that recovery
|
||||
contract requires separate approval and evidence.
|
||||
|
||||
### 4.2 Borrowed resources and shutdown
|
||||
|
||||
Slice 7 collaborators borrow the already-created GL/render owners. They do not
|
||||
dispose them. The existing retryable shutdown transaction keeps its proven
|
||||
dependency order: wait for submitted work; withdraw UI/render publications;
|
||||
release textures and mesh owners; then dispose GL backing stores, with
|
||||
`GpuFrameFlightController` last among render resources. Slice 8 may group
|
||||
construction/disposal after the render cutover is stable.
|
||||
|
||||
`DisplayFramePacingController` is the focused shared owner for requested VSync,
|
||||
live display preview, monitor/window callbacks, and the separate
|
||||
`OnFrameRendered` pacing event. Render preparation and window lifecycle wiring
|
||||
invoke that typed owner directly; neither calls back into a substantial
|
||||
`GameWindow` method. Its existing disposal remains in the Slice 7 shutdown
|
||||
transaction.
|
||||
|
||||
### 4.3 World frame data
|
||||
|
||||
`WorldRenderFrameBuilder` owns reusable classification scratch:
|
||||
|
||||
- animated/equipped entity IDs;
|
||||
- synthetic outdoor node and candidate building cells;
|
||||
- previous-frame drawable cells used by point-light candidacy;
|
||||
- camera/root/classification facts with one-frame borrowed lifetime.
|
||||
|
||||
The builder owns only facts available before PView execution. Slice-local
|
||||
visible/outdoor/unattached particle-owner IDs belong to
|
||||
`RetailPViewPassExecutor`. The current interior partition is produced by
|
||||
`RetailPViewRenderer.DrawInside` and remains in its borrowed result/diagnostic
|
||||
snapshot; it is never stored as stale pre-draw builder state.
|
||||
|
||||
It queries canonical `LiveEntityRuntime`, `GpuWorldState`, player-mode/camera,
|
||||
physics cell graph, cell visibility, and landblock presentation sources. It
|
||||
does not copy their dictionaries or create a second visibility computation.
|
||||
Returned collections are borrowed until the next build; tests pin this
|
||||
lifetime and consumers cannot retain them.
|
||||
|
||||
### 4.4 PView pass execution
|
||||
|
||||
Replace the current `RetailPViewDrawContext` callback bag with a data-only
|
||||
`RetailPViewFrameInput`, a typed cell-visibility source, and one explicit
|
||||
`IRetailPViewPassExecutor`/`RetailPViewPassExecutor`. The executor owns the GL
|
||||
resources needed for these named operations:
|
||||
|
||||
```text
|
||||
SetTerrainClip
|
||||
DrawLandscapeSlice
|
||||
DrawLandscapeSliceLate
|
||||
ClearInteriorDepth
|
||||
DrawExitPortalMask
|
||||
DrawLookInPortalPunch
|
||||
DrawUnattachedSceneParticles
|
||||
FlushLandscapeAlpha
|
||||
DrawCellParticles
|
||||
DrawDynamicsParticles
|
||||
EmitDiagnostics
|
||||
```
|
||||
|
||||
`RetailPViewRenderer` remains the retail ordering owner and calls these typed
|
||||
operations. The executor may not call `GameWindow` or make independent
|
||||
visibility/order decisions. Existing borrowed `RetailPViewFrameResult` scratch
|
||||
semantics remain explicit.
|
||||
|
||||
### 4.5 Presentation and diagnostics
|
||||
|
||||
`PaperdollFramePresenter` owns dirty state, DAT-backed clone/re-dress, pose
|
||||
selection/application, and FBO rendering. Inventory/session paths call
|
||||
`MarkDirty`; they do not mutate its internals.
|
||||
|
||||
`PrivatePresentationRenderer` owns portal viewport, paperdoll, retained UI,
|
||||
ImGui, and screenshot order. A focused panel-layout/devtools owner handles menu
|
||||
actions and is also reused by framebuffer resize; it cannot call a substantial
|
||||
window method.
|
||||
|
||||
`WorldRenderDiagnostics` owns pass-local PView/GL/scissor state, render
|
||||
signatures, and world-pass timings. `RenderFrameDiagnosticsController` owns
|
||||
FPS/frame-time accumulation, final visible-landblock counters, performance
|
||||
title/resource publication, and the public render-frame snapshot. Only
|
||||
render-derived DebugVM providers move in Slice 7. Update/session/streaming
|
||||
providers and the cross-domain world-lifecycle resource sampler stay at the
|
||||
composition boundary until Slice 8 rather than turning either diagnostics
|
||||
owner into a replacement service locator. Diagnostics observe the frame; they
|
||||
never choose a draw branch or mutate canonical world ownership.
|
||||
|
||||
## 5. Implementation checkpoints
|
||||
|
||||
### A — contracts, architecture, and oracles
|
||||
|
||||
- correct the stale render-pipeline and per-frame architecture sections;
|
||||
- add `RenderFrameInput`, phase interfaces, and a recording orchestrator;
|
||||
- pin normal order, portal replacement, login wait, indoor/outdoor/null-root
|
||||
branches, and screenshot placement; camera is an initialized runtime
|
||||
invariant, so the slice does not invent a new graceful missing-camera path;
|
||||
- pin the exact GPU begin/end exception matrix;
|
||||
- add source guards against `GameWindow` back-references, mega contexts, and a
|
||||
new PView delegate bag;
|
||||
- capture the current connected framebuffer/resource baseline.
|
||||
|
||||
### B — leaf presentation and diagnostics
|
||||
|
||||
- extract paperdoll refresh/pose/dirty/FBO ownership;
|
||||
- extract panel-layout reuse and devtools menu/panel rendering;
|
||||
- extract pass-local render signature, PView/GL/scissor probes, and timing state
|
||||
into `WorldRenderDiagnostics`; extract FPS, final counts, title/resource
|
||||
publication, and the public render snapshot into
|
||||
`RenderFrameDiagnosticsController`;
|
||||
- preserve the pre-presentation render-derived DebugVM sampling site separately
|
||||
from the post-screenshot title/resource publication site; leave non-render
|
||||
DebugVM providers and cross-domain world-lifecycle sampling at composition;
|
||||
- keep call sites in their current `GameWindow.OnRender` positions.
|
||||
|
||||
### C — frame resources and live preparation
|
||||
|
||||
- extract ordered per-resource `BeginFrame` calls, clear/state establishment,
|
||||
histogram probe, mesh upload, reveal evaluation, and particle begin;
|
||||
- extract weather accumulation and display foundations that do not consume the
|
||||
camera/root classification, preserving their current render-time positions;
|
||||
- consolidate requested-VSync/live-preview, monitor callbacks, and
|
||||
`OnFrameRendered` pacing through `DisplayFramePacingController`, while
|
||||
leaving its disposal in the existing shutdown transaction;
|
||||
- prove `WbMeshAdapter.Tick` remains before reveal evaluation and drawing;
|
||||
- prove dispatcher begin occurs once for the whole world/paperdoll frame.
|
||||
|
||||
### D — world frame builder
|
||||
|
||||
- move animated/equipped classification, camera/root selection, outdoor-node
|
||||
building gather, and prior-visible-cell light scratch out of the window;
|
||||
- after those facts exist, run focused audio/listener, live preview, sky PES,
|
||||
sun/fog/point-light, and lighting-UBO preparation; do not build an interim
|
||||
`GameWindow` mega-context;
|
||||
- keep PView-generated particle-owner sets in `RetailPViewPassExecutor` and the
|
||||
post-draw partition in the borrowed PView result/diagnostic snapshot;
|
||||
- pin viewer-cell versus player-cell roles, portal replacement, login wait,
|
||||
fallback/null-root, sealed/SeenOutside, and borrowed scratch reset;
|
||||
- preserve allocation-free warmed frames and hysteretic scratch retention.
|
||||
|
||||
### E — typed PView pass executor
|
||||
|
||||
- replace `Action`/`Func` draw callbacks in `RetailPViewDrawContext`;
|
||||
- move landscape early/late, scissor/clip, depth seal/punch, particle passes,
|
||||
landscape alpha flush, and PView diagnostics to the executor;
|
||||
- add a recording executor test for the complete `DrawInside` call sequence;
|
||||
- verify no executor operation rebuilds portal visibility or retains a borrowed
|
||||
frame result across calls.
|
||||
|
||||
### F — world scene owner
|
||||
|
||||
- extract alpha/selection/particle-visibility begin/end and the normal-world
|
||||
conditional;
|
||||
- extract sky/terrain/null-root fallback and unified PView branches;
|
||||
- extract post-world particles/weather and debug collision drawing;
|
||||
- return a small `WorldRenderFrameOutcome` for diagnostics/presentation;
|
||||
- delete the world draw body and helper closure from `GameWindow`.
|
||||
|
||||
### G — final orchestration cutover
|
||||
|
||||
- compose concrete resource, world, private-presentation, and diagnostic owners;
|
||||
- replace `OnRender` with one `RenderFrameOrchestrator.Render` handoff;
|
||||
- remove obsolete fields/helpers/callbacks and prove the transitive render graph
|
||||
has no substantial path back to `GameWindow`;
|
||||
- preserve the existing shutdown resource list without transferring disposal;
|
||||
- measure line/field/method counts. Ownership decides completion; the expected
|
||||
signal is roughly 5,000–5,500 lines before Slice 8 composition cleanup.
|
||||
|
||||
### H — release and connected gates
|
||||
|
||||
After three clean corrected-diff reviews:
|
||||
|
||||
1. run focused App/Core render, PView, alpha, portal, screenshot, and resource
|
||||
tests;
|
||||
2. run `dotnet build AcDream.slnx -c Release`;
|
||||
3. run the complete Release suite;
|
||||
4. run `tools/run-connected-world-lifecycle-gate.ps1 -SkipBuild`;
|
||||
5. run `tools/run-connected-r6-soak.ps1 -SkipBuild`;
|
||||
6. require code-zero graceful exits, exact lifecycle checkpoints/PNGs, no
|
||||
fatal/invariant/reveal/pending-resource failures, and unchanged same-location
|
||||
resource tolerances;
|
||||
7. compare the six existing lifecycle/reconnect PNGs (`capped_login`,
|
||||
`aerlinthe_first`, `facility_hub`, `holtburg_after_dungeon`,
|
||||
`aerlinthe_revisit`, and `uncapped_reconnect`) with the Slice 6 baseline;
|
||||
8. audit architecture, divergence pointers, roadmap, milestones, issues,
|
||||
`AGENTS.md`, `CLAUDE.md`, and durable memory.
|
||||
|
||||
The accepted baseline at docs-only commit `9512404e` is behavior-equivalent to
|
||||
production cutover `e91f3102`: 7,182 passed / 5 skipped, 314.195-second
|
||||
lifecycle/reconnect, and 393.581-second soak. Exact counters are recorded in
|
||||
`memory/project_gamewindow_decomposition.md` and the Slice 6 closeout ledger.
|
||||
Building/doorway poses, an open paperdoll, transient portal-exit visuals, and
|
||||
#225 remain user visual gates; the stable post-materialization PNGs do not
|
||||
overclaim them.
|
||||
|
||||
## 6. Mandatory review gate
|
||||
|
||||
After every implementation checkpoint, three read-only reviews run:
|
||||
|
||||
1. **Retail conformance:** named anchors, PView/alpha/depth/private-viewport/UI
|
||||
order, and registered adaptation boundaries.
|
||||
2. **Architecture/integration:** focused owner scope, no replacement god object,
|
||||
no service locator/back-callback, render-thread mutation, borrowed lifetime,
|
||||
GL-state symmetry, and shutdown dependency direction.
|
||||
3. **Adversarial:** begin/end failures, missing resources, portal/login
|
||||
branches, stale borrowed scratch, callback reentrancy, frame spikes,
|
||||
mid-frame resource churn, and GUID/session replacement.
|
||||
|
||||
The primary agent fixes confirmed findings at their root, then requests
|
||||
corrected-diff re-review until clean. Each checkpoint then runs focused tests,
|
||||
Release build/full suite, divergence/doc audit, and lands as one commit.
|
||||
|
||||
## 7. Final acceptance matrix
|
||||
|
||||
### Automated
|
||||
|
||||
- exact orchestrator order for normal, login, portal, indoor, outdoor, and
|
||||
fallback frames, plus construction-time rejection of missing required phase
|
||||
owners;
|
||||
- exact GPU begin/end/aggregate failure behavior;
|
||||
- PView landscape/look-in/flush/clear/seal/shell/static/dynamics ordering;
|
||||
- screenshot after retained UI/ImGui, before title/resource/frame-profile
|
||||
diagnostics, and before GPU `EndFrame`;
|
||||
- dispatcher frame begin once across world and paperdoll scopes;
|
||||
- frame scratch reset/reuse after skipped, portal, normal, and failed frames;
|
||||
- no `GameWindow` reference or anonymous draw delegate bag in extracted owners;
|
||||
- existing PView replay, shared-alpha, particle visibility, portal, paperdoll,
|
||||
GPU-fence, screenshot, resource, and structural suites remain green;
|
||||
- Release build and all tests green;
|
||||
- connected lifecycle/reconnect and synchronized soak reports pass.
|
||||
|
||||
### In-client campaign gate
|
||||
|
||||
- outdoor dense scenes, terrain, sky, weather, particles, and selection match;
|
||||
- buildings, doorway look-in/out, depth seals/punches, and dynamics stay stable;
|
||||
- sealed dungeons keep correct visibility and lighting;
|
||||
- portal replacement and destination reveal preserve the accepted flow;
|
||||
- paperdoll, retained gameplay UI, cursor, and ImGui layering are unchanged;
|
||||
- no resource growth, GPU reset, render exception, or shutdown regression.
|
||||
|
||||
## 8. Fixed assumptions
|
||||
|
||||
- all render/GL mutation remains on the existing render thread;
|
||||
- `DatCollection` remains the only DAT reader;
|
||||
- `LiveEntityRuntime`, `GpuWorldState`, cell visibility, session, and resource
|
||||
owners remain canonical and are not copied;
|
||||
- existing render resources are borrowed through Slice 7 and disposed by the
|
||||
current shutdown transaction;
|
||||
- frame-local results and scratch collections are borrowed until the next
|
||||
frame/call unless explicitly copied;
|
||||
- no quality/range/performance tradeoff is introduced to make the extraction
|
||||
easier;
|
||||
- missing optional diagnostic/UI owners skip only their own presentation and
|
||||
never suppress world drawing or GPU frame closure.
|
||||
Loading…
Add table
Add a link
Reference in a new issue