refactor(settings): own two-phase runtime settings
Move pre-window loading, startup application, live settings mutation, toon context, quality reapply, and SettingsVM loans behind one RuntimeSettingsController. Preserve retail command behavior, ordered target publication, draft semantics, and retryable failure convergence while removing duplicate GameWindow state and feature bodies. Co-authored-by: Codex <codex@openai.com>
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CLAUDE.md
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CLAUDE.md
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@ -125,7 +125,7 @@ second GUID dictionary. Slices 5–7 are complete: landblock presentation,
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update-frame orchestration, and render-frame orchestration all have typed
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owners. `GameWindow.OnUpdate` and `GameWindow.OnRender` are one-handoff methods;
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the frame owners have no direct window or anonymous callback-bag ownership.
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Slice 8 checkpoints A–F are also complete: dead host residue is removed,
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Slice 8 checkpoints A–G are also complete: dead host residue is removed,
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native-window callback intake has reversible lifetime ownership, and
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`LiveSessionHost` owns reset/binding composition over the sole canonical
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session controller. `WorldEnvironmentController` solely owns the clock, DAT
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@ -137,11 +137,14 @@ transactional, and terminal after disposal; live-session retirement precedes
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physical callback removal. `GameplayInputActionRouter` now owns the sole
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semantic action-priority
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graph; typed owners route combat, diagnostics, and remaining commands, and the
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retained-root item-drop edge is reversible. `GameWindow` is 4,057 raw lines /
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198 fields / 54 methods, down 11,666 lines (74.2%) from the 15,723-line campaign
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baseline. The 7,524-test Release suite, 315.6-second lifecycle/reconnect gate,
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and 395.2-second synchronized nine-stop soak pass. Slice 8 checkpoints G–L—
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settings, resource ownership, ordered composition,
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retained-root item-drop edge is reversible. `GameWindow` was 4,057 raw lines /
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198 fields / 54 methods at F. Checkpoint G adds the sole pre-window/runtime
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settings owner, one immutable startup snapshot, ordered one-shot startup
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application, and inert late target binding. `GameWindow` is now 3,663 raw lines /
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162 fields / 37 methods, down 12,060 lines (76.7%) from the 15,723-line campaign
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baseline. The 7,553-test / 5-skip Checkpoint G Release suite, 315.6-second
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lifecycle/reconnect gate, and 395.2-second synchronized nine-stop soak pass.
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Slice 8 checkpoints H–L—resource ownership, ordered composition,
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retryable shutdown, soak snapshots, and final connected gates—remain active.
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See `docs/plans/2026-07-22-gamewindow-slice-8-composition-lifecycle.md` and
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`docs/architecture/code-structure.md`. **Carried:** #232, #153,
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