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>
Pin the final host-boundary audit, three corrected-diff reviews, full Release and connected gates, exact Slice 7 framebuffer reconstruction, project reconciliation, and sole remaining user visual handoff.
Co-authored-by: Codex <codex@openai.com>
Pin every ACE teleloc to an explicit starting quaternion and distinguish stable-workload owner growth from legitimate authoritative population, visibility, and cache-retirement changes. Preserve the original process residency and frame-cost limits while making canonical deltas actionable.
Co-authored-by: Codex <codex@openai.com>
Make scripted lifecycle checkpoints acknowledged post-diagnostics render barriers, capture the exact frame outcome beside canonical resource ownership, and harden the nine-stop route with ordered same-location cache and lifetime gates without weakening process residency thresholds.
Co-authored-by: Codex <codex@openai.com>
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>
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>
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>
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>
Define the remaining ordered-startup cuts: complete session command/input ownership before frame publication, atomically publish the update/render pair, and make live-session Start the final operation.
Co-authored-by: Codex <codex@openai.com>
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>
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>
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>
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.
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>
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>
Publish the fixed Silk callback binding before acquisition, quiesce admitted callbacks before teardown, and retain failed physical detach ownership for retry. Preserve the frozen callback order while covering partial event accessors, concurrency, reentrancy, and shutdown completion.
Co-authored-by: Codex <codex@openai.com>
Pin the accepted startup, input, frame, resize, shutdown, and native-window order before Slice 8 moves those edges, while deleting only unread duplicate state and test-only GameWindow facades.
Co-authored-by: Codex <codex@openai.com>
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>
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>
Move fallback and PView world drawing, shared alpha, particles, visibility, selection, and diagnostics behind focused frame owners. Make exceptional frames failure-atomic by restoring the shared GL baseline and preserving primary alpha failures through cleanup.
Co-authored-by: Codex <codex@openai.com>
Move camera/root resolution, live settings and listener preview, sky/lighting/fog preparation, animated classification, and building visibility scratch behind a typed WorldRenderFrameBuilder while preserving retail frame order and borrowed lifetimes.
Co-authored-by: Codex <codex@openai.com>
Move ordered resource begin, clear/state setup, live upload/reveal, weather timing, and display pacing behind focused owners while preserving the accepted frame order and retryable shutdown ownership.
Co-authored-by: Codex <codex@openai.com>
Reduce GameWindow.OnUpdate to one typed orchestration call and remove transitive window callbacks from teardown, liveness, teleport placement, live presentation, auto-entry, and entity packet routing. Preserve the frozen retail object/network order while making the production owner graph explicit and testable.
Move fly/chase publication, combat target tracking, and local player projection behind typed runtime owners. Preserve the inbound-created projection/reconcile barrier while removing GameWindow callbacks and duplicate shadow helpers.
Move local teleport, player-mode, animation, shadow, and sealed-dungeon lifetimes out of GameWindow. Make player-mode entry transactional and isolate approach completions by controller lifetime and approach generation so stale callbacks cannot affect replacements.
Co-authored-by: Codex <noreply@openai.com>
Mark Slice 5G complete, record the 44 percent GameWindow reduction and origin-lifetime barrier, and advance the active ledger to deterministic and connected closeout.
Close Slice 5F in the execution ledger, update the milestone and roadmap measurements, and advance the active checkpoint to direct cutover and dead-facade cleanup.
Co-authored-by: Codex <codex@openai.com>
Record the retained static-resource lifetime, exact receipt retry boundary, clean review cycle, and 7,026-pass Release gate before retirement ownership moves into the pipeline.
Co-authored-by: Codex <noreply@openai.com>