# GameWindow decomposition — current truth ## Current state All eight behavior-preserving App ownership slices and their automated closeout are complete. `GameWindow.cs` moved from the 2026-07-21 baseline of 15,723 lines / 278 fields / 205 methods to a 1,622-line native composition/callback shell: 14,101 lines (89.7%) were removed without changing accepted gameplay or rendering behavior. The user's final connected visual matrix passed 2026-07-23; the campaign is complete. The post-closeout connected handoff also verified the radar correction, interaction completion after cancelled or completed Use, bow target-facing, and recall-tail retirement. Commit `f9736ece` restores interaction completion ownership without moving behavior back into the native shell. The capped/RDP jump-presentation cadence alias is deferred as issue #235: uncapped Release is smooth, while object-clock, physics, collision, and movement-wire truth remain unchanged. | Slice | Ownership moved out | Closeout size | |---|---|---:| | 1 | world selection and interaction intent | 14,912 / 278 / 191 | | 2 | live animation presentation | 14,546 / 277 / 190 | | 3 | complete live-session lifecycle and routing | 14,310 / 274 / 190 | | 4 | live-entity hydration, teardown, and network presentation | 10,301 / 267 / 163 | | 5 | landblock build, publication, retirement, and shared-origin lifetime | 8,811 / 247 / 153 | | 6 | complete update-frame orchestration | 7,026 / 241 / 108 | | 7 | complete render-frame orchestration and failure recovery | 4,666 / 196 / 70 | | 8 A–E | shell freeze, native/session/environment composition, reversible pointer/input/framebuffer ownership | 4,266 / 194 / 65 | | 8 F | sole gameplay action route, typed commands, retained-root callback lifetime | 4,057 / 198 / 54 | | 8 G | pre-window/runtime settings ownership, one startup snapshot, inert late target binding | 3,663 / 162 / 37 | | 8 H | render/UI/frame/portal resource roots plus checked retryable GL leaves | 3,689 / 162 / 37 | | 8 I | executable ordered startup composition and terminal session start | 1,945 / startup shell | | 8 J | retryable typed lifetime/shutdown owner | 1,625 / lifetime shell | | 8 K–L | acknowledged canonical soak capture and automated closeout | 1,622 / native shell | Slice 8 is an ordered checkpoint campaign rather than another feature-body move. A froze/pruned the shell boundary; B gave all nine native window callback edges one reversible owner plus host quiescence; C added `LiveSessionHost` for reset/selection/entry/route composition while keeping `LiveSessionController` the sole session owner. C also replaced the embedded ACE shortcut with the named-retail `SkillFormula::Calculate @ 0x00591960` port. Partial route construction and individual detach edges are retained and retried; reset and a new generation cannot pass an incompletely detached route. D added `WorldEnvironmentController` as the one-shot owner of WorldTime, loaded sky, day-group selection, Weather, server synchronization, AdminEnvirons, and debug cycles. `GameWindow` retains only ABI-compatible readonly aliases and typed composition edges. The named-oracle correction is `SkyDesc::CalcPresentDayGroup @ 0x00500E10`; the carried AdminEnvirons audio and full fog/ambient/radar gaps are TS-54/TS-55. E adds `CameraPointerInputController`, `FramebufferResizeController`, terminal publish-before-attach Silk/dispatcher/retained input owners, and a quiescent non-owning input-context view for optional devtools. Mouse-only hosts still receive raw camera/cursor behavior. Logical callback deactivation runs before the graceful session close; physical removal and the local mouse-look release run only after session retirement. This prevents both copied callback reentry and a failed event accessor from blocking F653/transport teardown. The carried non-retail post-filter camera scalars are explicitly registered as TS-56. F adds `GameplayInputActionRouter` as the sole `InputDispatcher.Fired` subscriber while preserving the frozen action priority. Typed command owners replace the remaining combat, diagnostic, window/player mode, item-target, and Escape bodies. `RetainedUiGameplayBinding` owns the outside-UI item-drop event. The two deferred command slots release their targets before session retirement; the retained binding alone detaches its physical edge transactionally afterward. Retail review also corrected the carried default-combat mismatch: active combat short-circuits directly to peace, and an incompatible Held object prints the exact retail notice without a wire request or local mode mutation. G adds `RuntimeSettingsController` as the sole concrete settings-store, current-state, startup-snapshot, resolved-quality, active-toon, and optional Settings-draft owner. It is constructed before `Window.Create`; startup applies monitor pacing, window state, saved FOV, and audio in order once, with substep-granular retry after failure. Complete runtime targets bind only after UI/terrain/dispatcher/render-range/streaming exist and binding performs no replay. The Settings save order and five-step quality application order remain frozen. Combat mutations preserve unrelated unsaved Gameplay draft fields, and successful external gameplay commands advance only their fields in the SettingsVM persisted baseline so Cancel cannot resurrect stale command state. UI-lock target, persistence, and baseline publication share an explicit convergence flag so target/save failures remain retryable for the same value. Saved FOV now applies without devtools, fixing the former accidental SettingsVM gate. AP-121 records the intentional modern persistence added to the named-retail `/framerate` live toggle/notice. H adds explicit ownership for the terrain atlas, dedicated sky shader, retained Host/runtime chain, atomic update/render root pair, and portal tunnel fallback/preparation/transfer. Every GL construction or mutation prefix added to the checkpoint advances CPU ownership only after an always-on checked driver commit. Failed shader/program/texture/buffer/VAO/text construction retains exact names through the construction ledger; bindless residency and the prior texture binding retain retry obligations across transient failure. UI input cutoff and resource slots reject reentrant ownership mutation, and portal preparation retries the same published fallback instead of replaying the factory. This is a lifetime-only cutover; no AC algorithm or accepted presentation order changed. Slice 6 implementation commits are `99a3e819`, `4e4aac2c`, `0bc9fda9`, `c5570383`, `eeb0f6b4`, `947c61d2`, and production cutover `e91f3102`. Slice 7 implementation commits are `7e4cfb37`, `733126a2`, `bc6f09f9`, `6d6e5b5f`, `85239fb3`, `28e1cf80`, and production cutover `9d7df1bf`. The detailed ledgers live under `docs/plans/2026-07-2*-gamewindow-slice-*.md` and `docs/architecture/code-structure.md`. ## Frozen update graph `GameWindow.OnUpdate` starts the profiler scope and calls one `UpdateFrameOrchestrator.Tick`. The accepted production graph is: 1. retry retained live-entity teardown; 2. normalize/publish the update and PhysicsScript clocks; 3. converge streaming origin, residence, readiness, and rescued projections; 4. sample semantic input, raw mouse, and combat intent; 5. advance live objects and deferred presentation hooks; 6. drain inbound network traffic inside one world mutation batch; 7. run the local post-network position tail; 8. reconcile root/child/emitter/light presentation without advancing time; 9. expire liveness; 10. advance local teleport/reveal/tunnel presentation; 11. evaluate one-shot player-mode entry; 12. publish fly/chase/player camera presentation. `LiveEntityRuntime` remains the canonical identity/incarnation owner. `GpuWorldState` remains the spatial bucket owner. `LiveSessionController` owns the session generation. Extracted phase owners query these typed runtimes and must not create replacement dictionaries, service locators, or callback facades into substantial `GameWindow` methods. ## Frozen render graph `GameWindow.OnRender` creates one value-only `RenderFrameInput` and calls `RenderFrameOrchestrator.Render`. The accepted healthy order is: 1. begin the GPU-flight transaction; 2. begin/reset frame resources, clear, and publish live resources; 3. begin the optional ImGui frame; 4. advance weather display preparation; 5. draw the complete world/PView/shared-alpha/particle/debug scene; 6. draw the portal/private viewport using the pre-private foundation snapshot; 7. refresh/draw paperdoll, retained gameplay UI, then submit ImGui; 8. capture a requested screenshot; 9. publish title/resource/frame diagnostics; 10. close the GPU-flight transaction. Recovery is one reverse-lifetime transaction. An active ImGui frame closes through the owning Silk controller, and text rendering restores exact borrowed GL state on success or failure. The orchestrator and its immediate phase owners retain no direct `GameWindow` or anonymous callback bag. Recursive reachability through canonical UI/input owners is not frame ownership; the known paths and review rule live in `docs/architecture/code-structure.md`. ## Accepted verification - Final automated closeout: 293 focused Slice 8 tests pass; App Release passes 3,462 / 3 intentional skips; the complete Release suite passes 7,835 / 5. The Release build retains only the 17 pre-existing test-project warnings tracked by #228. Behavior/retail, architecture/ownership, and adversarial failure reviews are clean. - Checkpoint K (`bca41487`, `6c5e0604`): two fresh-process 403-second nine-stop soaks produce the exact ordered same-frame canonical checkpoints, zero pending teardown/retirement/staging/warmup work, no unconfounded owner growth, unchanged process/performance gates, and graceful exits. #232 is closed. - Checkpoint L connected lifecycle/reconnect passes in 314.4 seconds with six valid PNGs and graceful capped/uncapped exits. The uncapped final checkpoint is 174.74 FPS / 5.72 ms. Frames reconstructed from exact Slice 7 commit `9d7df1bf` preserve deterministic geometry, UI/paperdoll layering, private viewports, depth/alpha, and world reveal; remaining differences are live entities, particles, vitals, and sub-frame camera timing. - Slice 8 Checkpoint H: 61 focused ownership/lifetime tests pass; App Release passes 3,236 tests / 3 intentional skips. Four corrected-diff cycles closed every architecture, retail, and adversarial finding; all three final reviews are clean. The production App build has zero warnings/errors. The complete Release suite passes 7,606 tests / 5 intentional skips; the 17 existing test- project warnings remain tracked by #228. - Slice 8 Checkpoint G Release suite: 7,553 passed / 5 fixture or environment skips; App 3,183/3 skips, UI Abstractions 534/0, 35 focused App settings/boundary tests, and all 43 `SettingsVMTests` pass. The production App build has zero warnings/errors; the complete solution retains the 17 existing test-project warnings tracked by #228. All three independent corrected-diff reviews are clean. - Slice 8 Checkpoint F Release suite: 7,524 passed / 5 fixture or environment skips; App 3,155/3 skips, 54 focused App ownership tests and 20 Core combat conformance tests pass, and all three independent corrected-diff reviews are clean. - Slice 8 Checkpoint E Release suite: 7,477 passed / 5 fixture or environment skips; App 3,108/3 skips, UI Abstractions 533/0, and all three independent corrected-diff reviews are clean. - Slice 8 Checkpoint D Release suite: 7,419 passed / 5 fixture or environment skips; App 3,059/3 skips. Focused environment/boundary tests and all three independent corrected-diff reviews are clean. - Slice 8 Checkpoint C Release suite: 7,408 passed / 5 fixture or environment skips; App 3,048/3 skips and Core.Net 548/0. All three independent corrected- diff reviews are clean. - Release suite: 7,341 passed / 5 fixture or environment skips. - Connected lifecycle/reconnect: 315.6 seconds, graceful capped close and fresh process uncapped reconnect passed; only 25 expected world-edge empty landblocks. - The six lifecycle PNGs preserve Slice 6 world geometry, depth, UI/paperdoll, private viewport, and presentation. Differences are live weather/particles, authoritative vitals, and small scripted camera settling. - Synchronized nine-stop resource soak: 395.2 seconds, nine materializations, all movement/jump/combat exercises, and graceful exit passed; update p95 was at or below 0.8 ms. Caul return → plateau working/private delta was +85.7/+59.3 MiB, inside the unchanged gate. - Two Slice-7 identical-binary runs exceeded the coarse process-residency threshold while deterministic ownership/lifecycle/timing checks passed. Checkpoint K closed #232 by adding canonical owner snapshots; it did not loosen the process threshold or treat residency alone as an identified leak. - The 18–33 missing VFX table/emitter diagnostics are known DAT-driven records, not a Slice 7 regression. - TS-50, TS-51, and TS-53 remain registered; Slice 7 introduced no new retail divergence. ## Next work Resume M4 feature work through the extracted owners. The connected matrix passed first login/radar; movement, mouse, resize, focus, and combat; the shared inventory/skills/spellbook panel; outdoor, building, dungeon, recall/portal, paperdoll, and particle presentation; then graceful reconnect. Full `GameEntity` aggregation remains a separate migration and must not be folded into ordinary M4 work. ## Do not retry - Do not reintroduce delegate facades into `GameWindow`; an ordering wrapper is not an extraction until the state and behavior body move. - Do not reorder the frozen update or render graphs during structural work. TS-53 records the known retail host-order difference for a separate evidence- backed port. - Do not add a second GUID, session, spatial, or resource owner. - Do not fold full `GameEntity` aggregation into this campaign; evaluate it after Slice 8. - Do not revert Checkpoint K to exact cache equality: normal retirement may shrink owners, and visible/server workload changes may change populations. Hard-fail owner growth only when workload is stable, name workload-confounded growth explicitly, and preserve the unchanged process-residency limits. - Small value/policy callbacks and diagnostics are acceptable only when they do not call a substantial window body or hide mutable ownership.