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>
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>
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.
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>
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>
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>
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.
Own every borrowed PartArray frame across callbacks, version presentation state across appearance rebinding, reject recursive phase consumption, and preserve static MotionDone when only a stale visual pose is discarded.
Port CPartArray::UpdateParts minimum-count behavior: preserve the prior visual and rigid transforms for setup parts absent from a short authored AnimFrame, including the initial hydrated rest pose.
Co-Authored-By: OpenAI Codex <codex@openai.com>
Move final live part composition, exact-incarnation schedule handoff, MotionDone binding, and presentation diagnostics out of GameWindow while preserving the retail frame order. Reject stale schedule and completion ABA at the new owner boundary.
Co-Authored-By: OpenAI Codex <codex@openai.com>
Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.
Co-authored-by: OpenAI Codex <codex@openai.com>
Introduce a tested controller for selection mutations, target-mode interception, outbound ordering, Use/PickUp lifetime, and live-incarnation cleanup, plus narrow movement and WorldSession transport adapters.
Move render-hit validation, live target classification, closest-hostile search, selection spheres, use/pickup gates, range checks, and approach parameters behind a read-only App-layer query owner. GameWindow now supplies runtime seams and delegates instead of owning those algorithms.
Route F-key pickup through the same ItemHolder backpack placement entry point as double-click activation so the inventory reserves the destination slot before the request is sent.