Commit graph

73 commits

Author SHA1 Message Date
Erik
0e82cbf700 feat(runtime): own character selection flow 2026-08-14 18:22:17 +02:00
Erik
07f2b3f72e fix(settings): OP9 review residuals — restore SaveAudio live-apply pin, delete dead residues
Closes the OP9 combined review's findings (docs/research/2026-08-11-op9-review.md,
APPROVE-WITH-FIXES):

- MUST-FIX 1: SaveAudio -> ApplyAudio (OP6's Config-tab live-apply) lost
  its ONLY assertion when the retired SettingsVM save-order test was
  deleted. Restored directly on the now-public seam:
  SaveAudioPersistsThenPushesLiveApplyAudioWithTheSavedSnapshot pins
  persist-then-push order + the pushed snapshot;
  SaveAudioSkipsTheLivePushWhenPersistenceFails pins the failure ordering
  (a failed persist pushes nothing and commits nothing). Also closes
  SF-5: the OP6 effective-volume comment's 'target-audio assertion above'
  reference is real again and now names the restored test.
- SF-3: dead residues deleted — RuntimeSettingsController's private
  SaveCharacter (zero callers post-371197a3), ISettingsStorage.SaveCharacter
  + its JsonRuntimeSettingsStorage/FakeStorage implementations (the deleted
  private method was the only caller), and IngressShutdownRoots.Settings
  (zero readers since the view-model shutdown stage died). SettingsStore's
  PUBLIC SaveCharacter stays: it is the tested storage-API seam, and
  per-toon entries in existing settings.json files still load through the
  live LoadCharacter path.
- SF-2: code-structure.md's presentation-seam list no longer routes the
  settings preview through 'optional SettingsVM'.
- NIT 6: AP-196's retirement note now attributes LockUI (/lockui +
  PlayerDescription SetUiLocked convergence) and UseMouseTurning
  (Gameplay-tab macro + Config-tab row) to their real channels instead of
  folding all 13 members into the Character tab.

Full Release suite: 13,077 passed / 4 skipped / 0 failed (13,075 + the two
restored tests). One unnamed App-assembly failure appeared on the first
post-fix full run and did not reproduce on the isolated assembly rerun nor
a second full run — consistent with the known #250-class parallel-load
flake, recorded here for honesty rather than silently rerun.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 13:42:39 +02:00
Erik
6dc7ba51ee feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement
Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.

Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.

D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.

Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.

Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.

  A1  ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
      arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
      creature — a regression this slice introduced while closing a
      structurally identical hole. Now maps to NearInterpolate; switch made
      total with a throwing default proven unreachable.
  R1  D2's write-nothing shape existed on the player arm only; NPC packets
      fell through and wrote the body. Retail makes no player/NPC distinction.
  R2  report_collision_end(this,1) @0x00514F31 was bound to
      ShadowObjects.Suspend, a port of a DIFFERENT retail function
      (remove_shadows_from_cells) that teleport_hook never calls. Now routes
      to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
      ForceEnd in an admission-blocking transaction so a DoCollisionEnd
      callback cannot recreate the contact table.
  R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
      (~1,000+ m/s) and planned a run cycle from it. Both the install and
      RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.

BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.

Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.

Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.

Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).

Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.

Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.

Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.

Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).

STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 16:00:10 +02:00
Erik
c265b52d4b docs(render): V11 closeout — register, architecture, code structure, issues
Retires the GL framing from the documents that described a two-backend,
two-UI-stack client, and files what the deletion left behind.

Divergence register:
  * AD-46 (anisotropic tap pattern in dense alpha scenery) is REFRAMED rather
    than retired. Its substance survives -- distant foliage may read denser
    than retail's -- but it was measured GL-vs-Vulkan, and with GL gone it is
    a Vulkan-vs-retail question against the D3D oracle it already cited. The
    measurement is kept as the evidence that the residual is a driver tap
    pattern; the row now records that it is no longer falsifiable by
    self-differential, which is a real loss the deletion causes.
  * AD-47 and AD-48 are NEW, and the campaign's own risk register scheduled
    them here: MSAA sample positions (measured at 8.83% of the frame at 4x,
    which is why every strict gate runs MSAA off -- and therefore why a
    regression confined to the multisample path would not be caught) and
    present pacing (#235 is the live instance).
  * AD-17's justification moves from a GL clip-plane citation to Vulkan's
    maxClipDistances floor, which is the same 8, so the divergence is
    unchanged and only its authority moves.
  * AP-92 keeps IUiViewportRenderer.TextureIsBottomUp rather than folding it
    flat, because it is what let the origin question be answered by data.

Architecture and code structure: the layer diagram, the frame order, the
residency vocabulary and the reference table all said OpenGL. The UI section
said two stacks. Rule 3's rationale is rewritten around what actually
happened -- ImGui was deleted and not one panel, ViewModel or command had to
change, because none of them had ever imported ImGuiNET. That is the rule
paying for itself, so it is recorded as evidence rather than removed as
obsolete.

Issues: #258 files the dev-panel host as a decision rather than an accident,
and #255 is REOPENED. Its TaskCreationOptions.LongRunning fix asks the
scheduler for a thread but does not promise two callbacks overlap; under nine
concurrent test assemblies it still failed 2 of 5 whole-suite runs. The
earlier evidence tested a narrower pool, not a contended one. The fix it
needs is a rendezvous inside the read stub -- not a weakened assertion.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 03:20:04 +02:00
Erik
f6275f4501 docs: reconcile project state and refresh README
Some checks failed
Headless portability / portable-headless (ubuntu-latest) (push) Has been cancelled
Headless portability / portable-headless (windows-latest) (push) Has been cancelled
Headless portability / linux-graphical (push) Has been cancelled
2026-07-27 12:53:31 +02:00
Erik
fbebb91848 docs(headless): close K0 and activate K1
Pin the tested Windows/Linux portability boundary, exact rollback, dependency audit, and synchronized architecture and roadmap state before starting the production single-session host.

Co-authored-by: Codex <noreply@openai.com>
2026-07-27 07:05:45 +02:00
Erik
953c469cac docs(runtime): close Slice J and activate Slice K
Record the shared graphical/no-window reset architecture, deterministic lifecycle evidence, exact rollback point, and synchronized project guidance before beginning the Linux headless host.

Co-authored-by: Codex <noreply@openai.com>
2026-07-27 01:01:41 +02:00
Erik
75f9510e10 docs(runtime): close exact world host ownership 2026-07-26 18:41:24 +02:00
Erik
73d0b54e38 docs(runtime): record teleport correlation gate 2026-07-26 18:04:50 +02:00
Erik
38b3773cb9 docs(runtime): record reveal ownership gate 2026-07-26 17:27:15 +02:00
Erik
4743f7c409 docs(runtime): close simulation ownership 2026-07-26 16:29:28 +02:00
Erik
c30a3efeb0 docs(runtime): close projectile ownership 2026-07-26 15:27:50 +02:00
Erik
fce8e7b18e docs(runtime): close per-session physics ownership
Record J5.5 production SHA, complete Release baseline, exact-binary lifecycle/reconnect and nine-stop collision/movement evidence, and rollback. Synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, and advance the active program to J5.6 projectile runtime.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 13:59:06 +02:00
Erik
0dc3bfdeff docs(runtime): close local movement ownership
Record the exact J5.4 automated, lifecycle/reconnect, and nine-stop movement evidence; advance the Modern Runtime program to J5.5; and synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, rollback, and durable research pointers.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 12:53:41 +02:00
Erik
75b761e658 docs(runtime): close combat and magic intent
Record the exact J5.3 owner boundary, retail ordering, Release and connected evidence, rollback, and J5.4 handoff across architecture, roadmap, milestones, agent instructions, and durable memory.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 12:09:19 +02:00
Erik
81b31857c6 docs(runtime): close interaction transaction ownership
Record the exact J5.2 owner boundary, retail ordering, Release and connected evidence, rollback, and J5.3 handoff across architecture, roadmap, milestones, agent instructions, and durable memory.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 11:22:07 +02:00
Erik
be73bccf5a docs(runtime): close canonical action ownership
Record J5.1's exact Runtime selection, combat, and target-mode owner, its automated and connected acceptance evidence, rollback, and the J5.2 interaction-transaction boundary. Synchronize architecture, roadmap, milestones, issues, and agent handoff state.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 10:54:12 +02:00
Erik
2c67a2c3ba docs(runtime): close gameplay-state ownership
Record J4.5 canonical shortcut and spellbook command ownership, combined failure and graphical/headless parity evidence, the 8,544-test Release gate, exact-binary lifecycle and nine-stop acceptance, rollback instructions, and the J5 boundary.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 10:17:39 +02:00
Erik
77c013998b docs(runtime): close canonical entity object lifetime 2026-07-26 07:35:42 +02:00
Erik
84954c8b77 docs(runtime): close J3.5 and plan J3.6
Record the canonical entity/object delta cutover, full Release and exact-binary connected evidence, rollback, and the adversarial zero-owner J3.6 execution contract. Synchronize architecture, roadmap, milestones, and agent guidance.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 06:54:47 +02:00
Erik
d3e96ff912 docs(runtime): close J3.4 and plan J3.5 2026-07-26 06:09:28 +02:00
Erik
d9bf4c4960 docs(runtime): close J3.3 and hand off J3.4
Record exact projection-store ownership, automated and connected evidence, rollback chain, and the executor-ready canonical object-table plan. Reconcile milestones, roadmap, architecture, divergence pointers, AGENTS/CLAUDE, and durable handoff state.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 22:29:34 +02:00
Erik
b632672e5c arch(runtime): establish presentation-independent boundary
Create the dependency-only Runtime project before moving any gameplay owner, enforce its direct, transitive, source, and load-time closure, and pin coherent lifetime-group extraction plus retryable teardown ordering. No production behavior changes in J0.

Validated by the four focused Runtime boundary tests, a zero-error Release solution build, and 8,406 passing Release tests with five pre-existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 17:33:11 +02:00
Erik
e7d9d6fa7d docs(runtime): close cost-budgeted streaming slice
Record the exact physical-display evidence, ownership fixes, budget semantics, and performance deltas that close Slice E. Reconcile the architecture, roadmap, milestones, issues, documentation map, and session instructions before the explicit F/G approval gate.

Co-authored-by: Erik Nilsson <erikn@users.noreply.github.com>
2026-07-24 20:52:20 +02:00
Erik
2ff8f844b0 perf(streaming): reserve destination reveal capacity
Join destination scheduling to the canonical reveal generation, protect its share across every typed frame-budget dimension, and prevent stale work from clearing a replacement reservation. Remove forced incomplete materialization and project retail's centered portal wait cue while the authored tunnel remains active.

Tests: Release build clean; 91 focused reservation/reveal tests; full solution 8,158 passed, 5 skipped.

Co-authored-by: Codex <noreply@openai.com>
2026-07-24 19:39:23 +02:00
Erik
f9736ece6c 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>
2026-07-23 05:51:51 +02:00
Erik
5c955c36ec docs(architecture): record GameWindow automated closeout
Reconcile the architecture, roadmap, milestones, issue ledger, session instructions, and durable memory with the 1,622-line native shell, canonical soak evidence, connected framebuffer comparison, and sole remaining user visual gate.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:52:25 +02:00
Erik
31e6e192b3 refactor(app): extract focused window lifetime
Move the exact retryable shutdown manifest, typed root snapshot, terminal reporting, and native-window-last release out of GameWindow. Keep session and GPU convergence as hard barriers while reporting persistent physical callback cleanup without stranding dependent owners.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 19:43:52 +02:00
Erik
530b4bd8f5 refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
Erik
54244d31f1 refactor(app): make session start terminal
Move live-session startup and its existing diagnostics into the typed Phase-9 owner. GameWindow.OnLoad now ends immediately after that phase, so no callback binding, publication, or allocation can occur after the session becomes active.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 19:06:00 +02:00
Erik
3628aeb520 refactor(app): compose atomic frame roots
Move the complete update/render construction graph into a typed Phase-8 owner, explicitly carry the content dependencies it consumes, and publish both roots through one exact lease. Extract lifecycle resource sampling and frame-owned late bindings so partial startup and shutdown withdraw the same generation without window callbacks.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 19:02:08 +02:00
Erik
826f9ea9b5 refactor(app): complete session startup composition
Move the live-session reset and routing graph, combat and diagnostic command targets, and the sole gameplay input subscriber into Phase 7 before frame publication. Add exact retryable ownership for late bindings so partial startup cannot strand session or component teardown edges.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 18:49:31 +02:00
Erik
7771c07fb6 refactor(app): compose session and player startup
Move streaming, live-session, hydration, local-player, combat, and teleport construction behind the typed Phase-7 boundary. Add exact-owner runtime bindings and focused spawn-claim classification so partial startup rolls back without retaining old session targets while preserving the accepted construction and frame dependencies.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 18:28:32 +02:00
Erik
88f32dc4e2 refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
Erik
aa6ffa5176 refactor(app): compose interaction and retained UI startup 2026-07-22 17:20:47 +02:00
Erik
6a2fe98cc4 refactor(app): compose world rendering startup
Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 16:46:05 +02:00
Erik
c87b15303d refactor(lifetime): own render resource prefixes
Give terrain, sky, retained UI, portal preparation, and the update/render frame pair explicit single owners. Make shader, texture, text, bindless, and GL construction prefixes checked and retryable so partial failure cannot lose or replay resource ownership.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 14:42:14 +02:00
Erik
fec0d94148 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>
2026-07-22 13:30:22 +02:00
Erik
4eae9b4f5a refactor(input): own gameplay action routing
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 12:43:05 +02:00
Erik
8b8afeefa3 refactor(input): own pointer and callback lifetime
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
2026-07-22 11:59:33 +02:00
Erik
d09e246d3a refactor(world): own live environment state
Move the DAT sky, selected day group, world clock, weather, AdminEnvirons bridge, and debug cycles into a one-shot WorldEnvironmentController while preserving GameWindow's public aliases and accepted startup/session/render order. Correct the named retail citations and register the remaining environment audio and fog/radar gaps.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 10:54:33 +02:00
Erik
557eb7ef6b refactor(net): own live session composition
Extract reset, selection, entered-world, and route construction behind LiveSessionHost while preserving the sole LiveSessionController authority. Retain partial route and subscription cleanup for retry, and replace the embedded ACE-only shortcut with the exact named-retail unsigned skill formula.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 10:36:06 +02:00
Erik
20ebf217e2 docs(architecture): plan GameWindow lifecycle shell
Freeze host ordering, resource ownership, callback quiescence, partial-startup rollback, and canonical soak evidence as twelve reviewed, bisectable Slice 8 checkpoints.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 09:14:24 +02:00
Erik
96f8bfcfa8 docs(architecture): close GameWindow render slice
Record the clean Release, lifecycle, soak, and framebuffer gates for Slice 7, advance the structural program to Slice 8, and preserve the observed process-residency diagnostic gap as issue 232 rather than weakening its leak threshold.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:40:52 +02:00
Erik
9d7df1bfc5 refactor(render): compose render frame orchestrator
Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:03:49 +02:00
Erik
f316bbd817 docs(architecture): plan GameWindow render-frame extraction 2026-07-22 04:11:58 +02:00
Erik
9512404e25 docs(architecture): close GameWindow slice 6 2026-07-22 03:54:11 +02:00
Erik
a36a7015c4 docs(architecture): plan GameWindow update-frame extraction 2026-07-22 00:06:55 +02:00
Erik
d4ecac1da3 docs(architecture): close GameWindow slice 5 2026-07-21 23:45:45 +02:00
Erik
db3ca59fd0 docs(architecture): record landblock cutover
Mark Slice 5G complete, record the 44 percent GameWindow reduction and origin-lifetime barrier, and advance the active ledger to deterministic and connected closeout.
2026-07-21 22:50:38 +02:00