Commit graph

2596 commits

Author SHA1 Message Date
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
28e1cf8029 refactor(render): extract world scene frame owner
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>
2026-07-22 07:22:09 +02:00
Erik
85239fb373 refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +02:00
Erik
6d6e5b5fa5 refactor(render): extract world frame preparation
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>
2026-07-22 05:54:00 +02:00
Erik
bc6f09f987 refactor(render): extract frame resource preparation
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>
2026-07-22 05:23:46 +02:00
Erik
733126a272 refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
Erik
7e4cfb37c3 refactor(render): establish frame orchestration contract 2026-07-22 04:18:31 +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
e91f310279 refactor(update): cut over the frame orchestrator
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.
2026-07-22 03:31:38 +02:00
Erik
947c61d2d7 refactor(camera): extract the update frame
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.
2026-07-22 03:08:58 +02:00
Erik
eeb0f6b45c refactor(runtime): extract local teleport and player mode
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>
2026-07-22 02:50:15 +02:00
Erik
c557038353 refactor(input): extract the gameplay frame 2026-07-22 01:38:40 +02:00
Erik
0bc9fda9de refactor(streaming): extract the update frame 2026-07-22 01:01:04 +02:00
Erik
4e4aac2c5a refactor(runtime): extract the live object frame 2026-07-22 00:42:26 +02:00
Erik
99a3e819c4 refactor(runtime): define the update-frame contract 2026-07-22 00:15:27 +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
4a205a3e56 test(streaming): close lifecycle gate after cutover 2026-07-21 23:41:15 +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
Erik
c79d0a49da refactor(streaming): complete landblock presentation cutover
Remove the legacy GameWindow apply path and make the concrete render, physics, and static publishers the only production owner graph. Serialize full-window retirement with shared-origin teleport and session boundaries so old coordinate-frame resources cannot survive into a new world or login.
2026-07-21 22:47:30 +02:00
Erik
801d8a189c docs(architecture): record pipeline-owned retirement
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>
2026-07-21 22:09:16 +02:00
Erik
ea7ffbc186 refactor(streaming): own presentation retirement in pipeline
Move full and near-tier presentation retirement out of GameWindow and into a concrete pipeline-owned stage mapper. Harden the retry ledger against reentrancy and committed visibility observer failures, enforce a single state/resource ownership graph, and split concrete versus legacy controller construction so callbacks cannot be silently ignored.

Co-authored-by: Codex <codex@openai.com>
2026-07-21 22:07:36 +02:00
Erik
dc39772bf9 docs(architecture): close landblock presentation checkpoint E
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>
2026-07-21 21:46:02 +02:00
Erik
ea0da8c8ae refactor(streaming): compose landblock presentation transaction
Own render, physics, DAT-static presentation, and retained static-resource rebinds behind retryable receipts so a failed publication resumes its exact unfinished suffix without replaying retail create-time defaults.

Co-authored-by: Codex <noreply@openai.com>
2026-07-21 21:45:16 +02:00
Erik
e1110f7e54 docs(plan): complete landblock physics publication
Record the exact Slice 5D owner boundary, corrected review results, Release gate, and GameWindow reduction before starting static presentation coordination.

Co-authored-by: Codex <noreply@openai.com>
2026-07-21 21:14:24 +02:00
Erik
3613d393e6 refactor(streaming): extract landblock physics publisher
Move streamed terrain/cell/building and static collision publication behind a focused update-thread owner. Preserve retail publication order while making replacement and retirement exact by logical landblock ownership, including current-cell rebasing and adjacent-seam isolation.

Co-authored-by: Codex <noreply@openai.com>
2026-07-21 21:13:22 +02:00
Erik
acb6b34d01 docs(plan): complete landblock render publication 2026-07-21 20:48:26 +02:00
Erik
1029f8372e refactor(streaming): extract landblock render publisher 2026-07-21 20:47:01 +02:00
Erik
0f9c03f422 docs(plan): complete landblock build extraction 2026-07-21 20:30:54 +02:00
Erik
5af101b2f1 refactor(streaming): extract landblock build factory 2026-07-21 20:30:32 +02:00
Erik
e4a9664f09 docs(plan): complete landblock streaming seams 2026-07-21 20:13:25 +02:00
Erik
090b0354ff refactor(streaming): capture landblock build origin 2026-07-21 20:12:56 +02:00
Erik
2216a02de5 docs(plan): record landblock transaction checkpoint 2026-07-21 19:57:13 +02:00
Erik
4f965d0699 refactor(streaming): own landblock publication transactions 2026-07-21 19:55:24 +02:00
Erik
4001251064 docs(plan): define GameWindow slice 5 2026-07-21 19:33:16 +02:00
Erik
2b10e91e07 docs(plan): complete GameWindow slice 4 2026-07-21 19:29:04 +02:00
Erik
aa90c64666 refactor(world): extract live entity network updates
Move Position, Vector, State, Movement, and equal-generation CreateObject routing out of GameWindow while preserving per-channel authority, ForcePosition acknowledgement, and motion-runtime ownership. Add adversarial authority and exact-wire coverage so reentrant updates and GUID reuse cannot publish stale state.
2026-07-21 19:11:49 +02:00
Erik
c203e4799a docs(plan): record live teardown checkpoint 2026-07-21 18:27:15 +02:00
Erik
f38822c490 refactor(world): extract live entity teardown 2026-07-21 18:25:59 +02:00
Erik
4427cfb2c7 docs(plan): record live relationship checkpoint 2026-07-21 18:11:09 +02:00
Erik
fe5514967c refactor(world): extract live appearance and parenting
Move ObjDesc, Parent, Pickup, child-ready, and retained projection recovery into LiveEntityHydrationController while preserving retail timestamp and leave-world semantics. Pin ready publication to exact projection authority and restore attached descendant chains synchronously.
2026-07-21 18:10:07 +02:00
Erik
40352d5a7a docs(plan): record live hydration checkpoint 2026-07-21 17:33:22 +02:00
Erik
d10c5f2d54 refactor(world): extract live entity hydration 2026-07-21 17:32:45 +02:00
Erik
27dcd0ecb7 docs(plan): record live projection checkpoint 2026-07-21 16:18:52 +02:00
Erik
69a2ca0c6d refactor(world): extract live projection mechanics
Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-21 16:17:03 +02:00
Erik
c87bac31a0 docs(plan): record canonical live entity seams 2026-07-21 14:06:23 +02:00
Erik
fcb66198fc refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
Erik
5882b308c1 refactor(physics): extract remote motion runtime 2026-07-21 13:17:58 +02:00
Erik
d68c83d1a5 refactor(world): establish live entity composition seams 2026-07-21 13:09:58 +02:00