Commit graph

6 commits

Author SHA1 Message Date
Erik
bb16f74fd4 perf(streaming): quiesce retired generations and budget teardown
Publish the retail blocking-for-cells edge before deferred recenter work, freeze old-world presentation/simulation/audio, and advance full-window retirement from exact metered entity and owner cursors. This removes synchronous portal teardown without allowing retained owners to remain observable.
2026-07-24 18:29:52 +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
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
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