Campaign OP slice OP9 code retirement (docs/plans/2026-08-10-options-panel-campaign.md
§OP9). The retail four-tab Options panel (OP1-OP8) is now acdream's one
in-client settings surface (D1) — this commit deletes the pre-retail-UI
surfaces it fully superseded. Pure retirement: no behavior change to
anything live, verified by dispositioning every one of the 15 src files
and 8 test files that referenced the deleted types before touching any
of them.
1. SettingsVM + SettingsPanel (the old F11 IPanel surface, unrendered
since Campaign V slice V11's ImGui deletion) deleted outright, plus
their two dedicated test files. IPanel/IPanelRenderer stay — ChatPanel/
DebugPanel/VitalsPanel still implement IPanel, so the contract does NOT
become unreferenced.
2. RuntimeSettingsController's SettingsVM binding seam deleted:
CreateViewModel, CreateViewModelBinding, RuntimeSettingsViewModelBinding,
the _viewModel field, UnbindViewModel, and every _viewModel? notification
call (ToggleFrameRate, LoadCharacterContext, RestoreDefaultCharacterContext,
SyncChatFromServerOptions). CreateViewModelBinding had zero production
callers (test-only). HasDraftPreview/DisplayPreview/AudioPreview stay on
IRuntimeSettingsPreviewSource (WorldRenderFrameBuilder and
SettingsParticleRangeSource still consume it) but now trivially mirror
the committed Display/Audio snapshot — HasDraftPreview was already
always false in production. GameWindowLifetime's matching
"settings view model" shutdown stage is deleted.
3. IDevToolsGameplayCommands + DevToolsGameplayCommands deleted from
GameplayInputCommandController.cs. All three members were dead:
ToggleSettingsPanel() had ZERO dispatch sites (ToggleOptionsPanel always
routed to _retained, never to _devTools); ToggleDebugPanel()/
FocusChatInput() had dispatch sites (F1/Ctrl+F1, Tab) but empty no-op
bodies (their ImGui DebugPanel/ChatPanel targets were already gone).
The two live dispatch sites are kept as inert `return true;` cases
(still consuming the key, matching the prior no-op's "handled"
contract) instead of falling through to a lower-priority scope.
SessionPlayerComposition.cs's `new DevToolsGameplayCommands()`
construction is removed. No `ToggleSettingsPanel` InputAction exists
(only `ToggleOptionsPanel`, rebound at OP3) — nothing to remove there
or from KeyBindings.RetailDefaults()/keymap fixtures.
4. GameplaySettings deleted entirely (the type, SettingsStore's
LoadGameplay/SaveGameplay/BuildGameplayObject, RuntimeSettingsController's
Gameplay property/SetAcceptLootPermits). Verified all 13 remaining
members (ToggleRun, AdvancedCombatUI, ShowTooltips,
VividTargetingIndicator, SideBySideVitals, CoordinatesOnRadar,
SpellDuration, AllowGive, ShowHelm, ShowCloak, LockUI, UseMouseTurning,
AcceptLootPermits — the three combat ones already died at OP4/AP-196)
were ALREADY bound through CharacterOptionTable/
CharacterOptionsPageController's server-bit seam at OP4 before deleting
the client-local mirror — no (c)-case genuinely-client-local member
was found; disposition (b) covers 100% of the surface. SetUiLocked
rewritten to compare only against the last value actually pushed to
_runtimeTargets (MUST-FIX 4's guard), with no second store left to
read or write. LiveSessionRuntimeFactory's SetAcceptLootPermits binding
now sends the wire option only (the GameplaySettings write-behind call
removed as dead output). CharacterSettings/DisplaySettings/
AudioSettings/ChatSettings and their SettingsStore Load/Save surfaces
are UNTOUCHED per the campaign contract.
Per-file disposition (15 src + 8 test files that referenced
GameplaySettings before this commit):
- GameplaySettings.cs, SettingsVM.cs, SettingsPanel.cs: the types
themselves — deleted.
- SettingsStore.cs, RuntimeSettingsController.cs,
LiveSessionRuntimeFactory.cs: real usage — API deleted/rewritten.
- RetailUiRuntime.cs, InteractionRetainedUiComposition.cs,
SessionPlayerComposition.cs, CombatUiController.cs,
LiveCombatAttackOperations.cs, LivePresentationComposition.cs,
FrameRootComposition.cs, RuntimeCharacterState.cs,
CombatCameraTargetSource.cs: doc-comment-only or interface-name
substring matches (ICombatGameplaySettingsSource) — left as accurate
historical record, no forward reference to the deleted type.
- Tests: RuntimeSettingsControllerTests.cs and SettingsStoreTests.cs
rewritten (Gameplay-specific tests deleted; SaveDisplay/SaveAudio/
SaveChat tests re-targeted off the now-public methods instead of the
retired SettingsVM draft/Save() indirection); GameplaySettingsTests.cs/
SettingsVMTests.cs/SettingsPanelTests.cs deleted; the remaining three
(CharacterOptionCombatSettingsSourceTests.cs,
CombatCameraTargetSourceTests.cs, LiveCombatAttackOperationsTests.cs)
were comment/interface-name-only, untouched.
5. Register: AP-196 (OP4's partial GameplaySettings retirement, which left
five fields as write-behind mirrors) is fully retired now that the
record is gone outright — marked ~~AP-196~~ RETIRED with its retirement
note, active-row count 143 -> 142. No other row cited the deleted types
directly (AP-194/AP-193 cite CharacterOptionTable.cs, not
GameplaySettings.cs).
6. Settings.json migration honesty: SettingsStore no longer reads or
writes the "gameplay" top-level key, so an existing file carrying one
from a pre-OP9 build is neither parsed nor dropped — the existing
SaveSection raw-JSON-text preservation mechanism (unknown top-level
keys survive every subsequent save) carries it forward untouched.
Two new targeted tests
(LeftoverGameplaySection_FromAnOlderSettingsJson_DoesNotBreakOtherLoads,
LeftoverGameplaySection_SurvivesAnUnrelatedSave) pin this.
InputAction.ToggleOptionsPanel's stale doc comment (still describing the
retired ImGui SettingsPanel) and a handful of other dangling doc
references (DisplaySettings.cs, ChatOpacityLink.cs,
SettingsDevToolsComposition.cs, InputDispatcherCaptureTests.cs) are
reworded to point at the current retail Options panel / OP8
KeyboardConfigController.
Build: dotnet build -c Release green, 0 errors. Tests: dotnet test -c
Release --no-build — 13,075 passed / 4 skipped / 0 failed (13,079 total),
down from the stated baseline of 13,155 passed / 4 skipped / 0 failed
(13,159 total) — the -80 delta is exactly the deleted SettingsVM/
SettingsPanel/GameplaySettings test surface (three whole files plus the
Gameplay-specific cases trimmed from RuntimeSettingsControllerTests.cs/
SettingsStoreTests.cs), with zero regressions elsewhere.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Vulkan is the sole, user-signed-off backend (V10 landed) and step 1
already removed ImGui/Studio/DevTools. This step deletes the GL
rendering backend itself: every Gpu/Gl/** implementation, the Wb
ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/
BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache,
RenderBootstrap, and RenderFrameGlStateController.
GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/
OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses
its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and
RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone —
there is nothing left to select between. The five world-draw dual-arm
renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer,
ParticleRenderer, SkyRenderer) and the composition roots
(WorldRenderComposition, HostInputCameraComposition,
LivePresentationComposition, FrameRootComposition) collapse to their
RHI-only arm. GL-only diagnostic properties with a live external reader
(DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op
rather than disappearing, since the reader is out of this commit's
scope.
A few GL-flavored mechanisms turned out to be backend-neutral once
isolated: GlConstructionCleanupLedger is renamed
ResourceConstructionCleanupLedger (exception-chain walking has nothing
to do with GL), and GlfwNativePlatformProbe moved out of the otherwise
GL-only GraphicalCapabilityRecord.cs into
GraphicalWindowBackendSelection.cs before the rest of that file was
deleted.
Test files with no surviving subject are deleted outright
(GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests,
PortalDepthShaderParityTests, TextureCacheBindlessTests,
TextRendererFailureSafetyTests, ClipFrameUploadTests, every
Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests);
others get their dead GL-only members trimmed while their live
assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now
reads GpuBindingModel.StorageClipRegions, the same binding index under
its new backend-neutral name; GpuResourceRetirementTransactionTests
drops its OpenGLGraphicsDevice-subclassing test double and the two GL
queue tests it existed for). EnvCellRendererTests' construction helper
now builds a real ObjectMeshManager via VulkanMeshPipelineDevice
instead of passing null through a null-forgiving operator, since the
RHI constructor never tolerated a null mesh manager and the old GL
constructor (which did) is gone.
Deferred to the next two steps, deliberately not touched here: the
Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl
(WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale
csproj comment (the package itself is still load-bearing —
TextureFormat and friends are used well beyond the deleted
ManagedGLUniformBuffer), and the CI/gate scripts.
Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors.
Tests: full-solution `dotnet test` green across every project
(App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all
others 100%); the 2 App.Tests names that flake under full-suite
parallel execution (#250-family, documented pre-existing) pass in
isolation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The ImGui developer-tools stack (AcDream.UI.ImGui), UI Studio
(src/AcDream.App/Studio), and the DevToolsFramePresenter/
SettingsDevToolsCompositionPhase ImGui composition machinery are removed.
Vulkan never composed a DevTools frontend (DevToolsEnabled already forced
false whenever the backend was Vulkan); this commit makes that permanent by
deleting the only implementation rather than leaving a dead branch behind.
What moved: Studio/SampleData.cs is a live production dependency
(InteractionRetainedUiComposition's character-sheet fallback, plus three
UI.Layout test files) - git mv'd to src/AcDream.App/UI/Layout/SampleData.cs,
namespace AcDream.App.UI.Layout, and trimmed to the SampleCharacter API that
is actually still called (BuildObjectTable/AddItem/AddEquipped/the item-guid
and icon constants had zero callers left once the Studio fixture provider
that used them was deleted).
What survives as backend-neutral seams, per the tests that still exercise
them: IDevToolsFrameLifecycle (moved into RenderFramePreparationController.cs,
now always bound to null), IFramebufferDevToolsTarget/FramebufferDevToolsBinding
in FramebufferResizeController.cs (its concrete DevToolsFramebufferTarget
adapter is deleted), and IDevToolsGameplayCommands in
GameplayInputCommandController.cs (DevToolsGameplayCommands becomes a
documented no-op instead of forwarding to the deleted presenter). A follow-up
re-homes Settings/Debug onto the retained UI through IPanelRenderer; until
then keybind remapping falls back to editing keybinds.json.
DevToolsEnabled is now `private const bool DevToolsEnabled = false`.
RuntimeOptions.DevTools is unchanged and still reaches VulkanGraphicsContext
for the optional debug-utils extensions; Program.cs now logs one line when
ACDREAM_DEVTOOLS=1 explaining that the ImGui UI is gone and the flag is
Vulkan-only now.
Removed: AcDream.UI.ImGui (project + ImGui.NET/Silk.NET.OpenGL.Extensions.ImGui
package refs), src/AcDream.App/Studio (minus SampleData.cs),
DevToolsFramePresenter.cs and everything only it constructed
(ISettingsDevToolsCompositionFactory, RetailSettingsDevToolsCompositionFactory,
DevToolsCompositionOwner, IGameWindowSettingsDevToolsPublication,
SettingsDevToolsOptionalDependencies, the "developer tools" shutdown-ledger
stage and its DevTools-typed fields on IngressShutdownRoots/
RenderShutdownRoots), the ui-studio Program.cs verb, and the cimgui native
manifest entries in GraphicalHostPlatformServices. GameWindow.cs's DevTools
composition branch, its _vitalsVm/_debugVm/_devToolsComposition/
_devToolsFramePresenter/_devToolsCommandBus fields, and every settingsDevTools
.DevTools?.* access across FrameRootComposition.cs/SessionPlayerComposition.cs
are gone with it.
Build green; complete Release solution suite 8,830 / 5 skips (App Tests
4,097/3 skips run standalone - one #250-family zero-allocation test flakes
under the full parallel `dotnet test AcDream.slnx` run, a pre-existing,
documented class unrelated to this change).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The three world renderers' submission arms, both pass executors, and the
composition that reaches them. This is the unit three predecessors stopped at.
What it produces. ACDREAM_RENDER_BACKEND=vulkan on the offline scene renders
terrain with blended textures and road overlays, the water edge, static world
meshes, procedural scenery, and the complete retained UI - the same frame the GL
pixel gate captures, from the same camera, minus the sky. artifacts/v6j-vk2.
The shape, and why it is not V4c's. Section 5.5.6 chose option (B) after NVIDIA
rendered the V4c binary 10/10 where AMD's GL stack did not: GL keeps its raw
world path through to V10 as a documented fork confined to the submission seam,
and the RHI world path ships on Vulkan. So V4c's and V4d-2's content returns as a
SECOND arm rather than a replacement. The GL arm issues the same GL statements in
the same order against the same objects; the encoder arm lives in three .Rhi.cs
partials and is entered by one branch per submission site.
Three differences from V4c, each because the tree moved under it. There is no
binding-9 texture table - V4t put the slot on the device and Vulkan binds set 2,
so the arm that used to intern bindless handles simply has nothing to do. The
pipelines carry the device's sample count rather than 1, because Vulkan requires
rasterizationSamples to match the pass and alpha-to-coverage is a no-op at one
sample. And no renderer opens a pass.
That last one is structural, not tidiness. Under MSAA the frame's one backbuffer
pass resolves into the swapchain image and stores DONT_CARE into the multisampled
scratch, so a second pass declaring Load would load undefined contents; the
backend also permits one open pass per frame. VulkanWorldScenePhase therefore
opens the pass, publishes the encoder on VulkanWorldPassScope for exactly the
span of the inner WorldSceneRenderer, and every renderer borrows it.
Three sections are frame-global on GL and cannot be on Vulkan: the SceneLighting
UBO, the per-cell clip regions, and the terrain clip block. GL binds each to a
global binding point and every consumer inherits it. Vulkan binds a descriptor
set per draw, and a renderer's own binds are what select the scope those sections
must land in - so their writers PUBLISH into WorldFrameSections and each renderer
binds them inside the pass, after its own binds. SceneLightingUboBinding's
per-flight-slot buffer pool disappears with it: a ring allocation is already
distinct memory that lives until the frame retires, which is the property the
pool existed to provide.
Both pass executors became backend-neutral rather than gaining twins. Everything
they do is delegation to a renderer except four concerns - the clip-frame
publication, the doorway scissor, gl_ClipDistance enablement, and retail's
interior depth clear - so those four move behind IWorldPassSurface and retail's
ordering, which is what these classes are actually for, is written once. The GL
implementation issues the statements the executors used to issue inline.
Clip distances are no-ops on the Vulkan arm, and that is safe rather than a
divergence: Vulkan activates every element the shader declares, and all three
world vertex shaders already write 1.0 into every slot past the active count.
The interior depth clear becomes vkCmdClearAttachments, reached through the scope
so the pinned contract stays frozen and the backend-only verb stays in the
backend. The hook for it was already committed at V6i-3 with a cref to a type
that did not exist yet; it exists now.
The collision-wireframe DebugLineRenderer is composed as null on the Vulkan arm.
DrawAndPublish flushes it INSIDE the world phase and it opens its own pass, which
the one-pass rule forbids. The toggle is DevTools-only and DevTools is not
composed there, so nothing is lost - composing it would throw on the first
wireframe frame rather than silently misdraw.
Two seams widened rather than invented. GameWindowGraphics answers whether the
backend has a world-pass seam, because the three composition phases that need it
already borrow that handle and "does this backend work that way" is what the type
exists to answer. And MeshSourceReady replaces the anyVao != 0 gate with the same
question in backend-neutral form - V6i-3 published HasStores for exactly this -
so the predicate evaluates identically on GL.
What is NOT here, and is expected. Sky and weather are still raw GL (V4f), so the
Vulkan frame's sky is the atmosphere fog clear. Particles (V4e), the paperdoll and
appraisal viewports and the portal depth mask (V4g) likewise. The executors
already accepted all of them as absent.
Gates. Release build green. App tests 4,112 passed / 3 skipped, the unchanged
baseline; complete Release suite 9,175 / 5. Strict GL offline pixel gate against
847f14ae: 5.50e-05, 31 differing pixels of 563,200, inside the documented 9-31
band and 18x under the threshold. Characterised rather than accepted, because 31
is the band's top: cross-commit pairs measured 21, 29 and 31 while same-commit
controls measured 12 and 20, and maximumChannelDelta is 46-52 in every comparison
INCLUDING the pure controls - so the few large-delta pixels are a property of the
capture, and a cross-commit pair at 21 against a same-commit pair at 20 is not
what a systematic shift looks like. GL connected repeat gate at 3 runs: 3/3
RENDERED on the desktop witness and 3/3 on the client capture. One offline Vulkan
run with VK_LAYER_KHRONOS_validation proven inserted by the loader: zero
validation errors, zero warnings, a captured world frame, and a graceful close.
Coverage gap, stated rather than assumed. The offline scene is a fixed outdoor
view, so EnvCellRenderer's Vulkan arm draws nothing in it - dungeon interiors are
half of this slice and are unproven by anything automated, exactly as they were
for V4c. The deferred-alpha path and the doorway scissor are likewise untouched
by this scene. They join the accumulated user-gate debt in plan section 5.1.
No divergence-register row: no retail-facing behaviour changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ACDREAM_RENDER_BACKEND=vulkan now runs the real GameWindow composition rather
than a second main(). All nine phases execute: DAT load, streaming, camera,
entity table, session, and the real retained UiHost drawing through the RHI.
No world renderers — they are raw GL until V4t and the world arm behind it.
The offline log is the client's own (acdream.pak opened, 6266 spells, Region
0x13000000, "loading world view centered on 0xA9B4FFFF", fourteen retail
LayoutDesc lines, streaming radii), and the captured frame is the retail
retained UI: vitals, combat/spell bar with DAT scarab icons, the nine-slot
toolbar, chat with tabs and Send, radar/compass with dat-font glyphs. Sampled
against the GL capture the widgets agree — chat interior RGBA (25,24,27,158)
vs (22,21,23,158), vitals bar (117,1,0) and toolbar slot (0,11,17) identical.
Three seams, as §5.5.9 specified:
1. Platform acquisition — already generic — publishes GameWindowGraphics
instead of a bare GL. Phases that still speak raw GL read Graphics.Gl and
take their Vulkan arm when it is null; each branch names the slice that
removes it.
2. VulkanHostInputCameraCompositionFactory is a new file and the whole of the
Phase-1 fork: four graphics members differ, input/camera/pointer delegate.
The default factory is chosen inside the phase from the platform result.
HostInputCameraResult gained backend-neutral Retirement and FrameSlots.
3. The frame root forks on one condition. The GL world-scene assembly is
unchanged, wrapped in `if (gl is not null)`; the Vulkan arm's graph is one
backbuffer clear pass computing the same RenderFrameFoundation from the same
clock and weather owners, then private presentation over it.
§5.5.9's three TextureCache couplings are unpicked: the constructor takes GL?
and rejects bindless without one, world entry points route through a Gl
property that throws naming V4t, and the (GlGpuTexture) VRAM-accounting cast
became a backend test. That cast's stated reason — DrawSprite's texture-unit
binding — was already stale, deleted at V6d.
VulkanBringUpHost is reduced to the capability-probe harness it is named for:
the instance/surface/device/swapchain sequence moved into VulkanGraphicsContext,
which the composition host and the harness now share. It is reached only with
ACDREAM_VULKAN_PROBE=1.
One latent Vulkan defect surfaced and is fixed here. The first composition-host
frame died with ErrorDeviceLost; validation named VUID-vkCmdDraw-None-08600 —
descriptor set 2 never bound. VulkanGpuPassEncoder bound sets 0/1/2 only as a
side effect of BindStorageBuffer/BindUniformBuffer, so a pass sampling the
texture table while binding no buffer — every retained-UI and debug-line pass —
drew with the table unbound. It survived V6c-V6g because the bring-up host
always drew VulkanRhiScene first and the UI pass inherited its binds; the
composition host has no 3-D scene. The fix is one line in the encoder's
constructor beside the viewport and scissor defaults, which exist for exactly
the same reason: a pass opens with complete binding state rather than depending
on what preceded it.
Gates: strict GL offline pixel gate against 46d893f7 measures 1.24e-05 (7 of
563,200 pixels), inside the documented 15-23 px / 4.1e-05 band, so GL behaviour
did not move. App tests 4,075/3 skips; complete Release suite 9,138/5 skips.
One full Vulkan run with VK_LAYER_KHRONOS_validation: zero errors, zero
warnings. Both Vulkan runs converged the ownership ledger — no [shutdown]
diagnostic on either stream. The reduced probe harness presented 34,811
validation-clean frames.
No divergence-register row: GL is the shipping backend and the pixel gate proves
it unmoved; the Vulkan arm is not a retail deviation but a backend under
construction.
Next is V4t, the texture stack, which the world arm cannot be written without.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Make every App composition phase borrow one GameRuntime, retire the duplicate view/event adapters, and dispose the root only after its graphical borrowers release. This preserves synchronous UI commands while giving shutdown one exact ownership ledger.
Co-authored-by: OpenAI Codex <codex@openai.com>
Issue stable Runtime identities at canonical registration, publish entity and inventory commits through one generation-stamped synchronous stream, and make graphical adapters borrow the same direct views and events as a no-window host. Preserve exact projection teardown and retail mutation order while removing App-side event reconstruction.
Make the hard-recenter ordering fixture independent of the production two-millisecond frame budget so its injected-failure gate is deterministic.
Co-authored-by: Codex <codex@openai.com>
Move the canonical WorldSession generation, connect/enter/tick/stop transaction, inbound subscription owner, and retryable teardown acknowledgements into AcDream.Runtime. Keep App as a borrowing graphical host with a single inertable command projection and no mirrored session state.
Validated by 79 Runtime tests, 3,776 App tests with three existing skips, the Release solution build, and 8,428 complete Release tests with five existing skips.
Co-authored-by: Codex <codex@openai.com>
Establish the J1 presentation-independent contract with instance-scoped clocks and generations, immutable borrowed views, typed generation-gated commands, normalized ordered diagnostics, and teardown acknowledgements. Route graphical startup plus press-time selection, movement, and combat through focused App adapters over the exact existing owners without adding a queue or mirrored world.
Validated by the Release solution build, 13 Runtime tests, 3,838 App tests with three existing skips, and the complete 8,424-test Release suite with five existing skips.
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>
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>
Move Phase-2 startup behind typed composition/publication boundaries, replace the GameWindow-capturing PhysicsScript gate with a focused deferred source, and own animation-hook registrations reversibly. Make OpenAL construction and teardown transactional so every device, context, source, and buffer prefix is retryable without replay.
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>