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>
This commit is contained in:
Erik 2026-07-22 13:30:22 +02:00
parent 4eae9b4f5a
commit fec0d94148
24 changed files with 2379 additions and 599 deletions

View file

@ -34,6 +34,7 @@ after Slice 7 draw-frame cutover 4,666 lines / 196 fields / 70 method
after Slice 8 checkpoint D 4,330 lines / 192 fields / 67 methods
after Slice 8 checkpoint E 4,266 lines / 194 fields / 65 methods
after Slice 8 checkpoint F 4,057 lines / 198 fields / 54 methods
after Slice 8 checkpoint G 3,663 lines / 162 fields / 37 methods
```
`GameWindow` is the single object that:
@ -195,8 +196,9 @@ documentation, not an exhaustive allowlist):
shared root and sibling controls.
- `DevToolsFramePresenter -> DevToolsPanelSet -> panel/ViewModel bindings` for
the optional developer UI.
- `WorldRenderFrameBuilder -> RuntimeWorldFrameSettingsPreview -> SettingsVM`
for the live settings draft preview applied before world drawing.
- `WorldRenderFrameBuilder -> RuntimeWorldFrameSettingsPreview ->
IRuntimeSettingsPreviewSource -> RuntimeSettingsController -> optional
SettingsVM` for the live settings draft preview applied before world drawing.
- `LocalPlayerPortalViewport -> LocalPlayerTeleportController ->
GameplayInputFrameController -> InputDispatcher.Fired -> GameWindow` for the
canonical portal/input lifetime and the host's input-action subscription.
@ -692,7 +694,7 @@ slices. `OnClosing` delegates to the existing retryable shutdown transaction.
Silk callbacks become narrow calls into the input, update, render, resize,
focus, and shutdown owners.
Checkpoints E and F are complete. `CameraPointerInputController` owns raw pointer,
Checkpoints E, F, and G are complete. `CameraPointerInputController` owns raw pointer,
camera cursor/focus/scroll/sensitivity behavior; `FramebufferResizeController`
alone publishes physical framebuffer changes. All Silk, dispatcher, retained
UI, and optional devtools device edges are reversible, transactional, and
@ -705,8 +707,18 @@ subscriber and preserves the accepted input-priority graph. Focused combat,
diagnostic, and general command owners replace the remaining window command
bodies. The retained-root item-drop edge has one reversible owner, while its
deferred toolbar targets become inert before session retirement. `GameWindow`
is now 4,057 raw lines / 198 fields / 54 methods. Checkpoints GL remain
active, with two-phase runtime settings next.
now has no settings-store construction, duplicate settings loads, persisted
settings mirrors, or display/quality feature bodies. `RuntimeSettingsController`
is constructed before `Window.Create`, owns the one immutable startup snapshot
and current/toon settings state, applies startup display/pacing/FOV/audio once,
then borrows late-bound runtime targets without replay. Saved FOV now applies at
startup even when devtools are disabled; this is a deliberate correction of the
old accidental SettingsVM gate. The controller also preserves unrelated unsaved
Gameplay draft fields when combat preferences change. `GameWindow` is now 3,663
raw lines / 162 fields / 37 methods. Checkpoints HL remain active, with explicit
resource ownership and frame slots next. The Checkpoint G production App build
is warning-free, all three corrected-diff reviews are clean, and the complete
Release suite passes 7,553 tests / 5 intentional skips.
### 4.4 Exit criteria