fix(runtime): restore interaction completion ownership
Preserve prepublication local motion completion, require the PartArray enter-world lifecycle port, and balance deferred Use busy ownership across dispatch and cancellation. Reconcile the completed GameWindow connected gates and add regression coverage. Co-authored-by: Codex <codex@openai.com>
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**Status:** Living document. Created 2026-05-16; implementation reconciliation
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completed 2026-07-21; Slices 1–8 and their automated closeout landed by
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2026-07-22. The final connected visual matrix remains before new M4 subsystems
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enter the App layer.
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2026-07-22. The connected visual matrix passed 2026-07-23; the campaign is
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complete and new M4 subsystems may enter through the extracted owners.
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**Purpose:** Describe the desired structural state of the App layer,
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explain the rules we've adopted, and lay out the safe extraction
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sequence from today's reality (one 15,723-line `GameWindow.cs` at the
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@ -758,7 +758,9 @@ with graceful exits; deterministic framebuffer captures preserve accepted
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Slice 7 geometry, UI/paperdoll layering, private viewports, depth/alpha, and
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reveal. The clean solution build retains only the 17 test-project warnings
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tracked by #228, and all three final corrected-diff reviews are clean. Only the
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user's final connected visual matrix remains.
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user's connected visual matrix passed 2026-07-23, including first-login radar,
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movement/combat, shared retained panels, recall/portal presentation, and
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graceful reconnect.
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### 4.4 Exit criteria
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