# Slice J8 no-window integration and Slice J closeout ## Outcome Slice J closed at `a9a822f206cc6021bc099988144488f3bd7c397b`. The graphical client and direct no-window host now construct and borrow the same `GameRuntime`, canonical gameplay owners, generation token, and retryable generation-reset transaction. No gameplay model or GUID map was duplicated. Exact rollback: ```text git revert a9a822f206cc6021bc099988144488f3bd7c397b ``` ## Canonical reset ownership `RuntimeGenerationReset` owns the exact-generation reset order for transit, commands, containers, actions, movement, object tables, character, item mana, social state, entity retirement, host-projection acknowledgement, canonical entity completion, chat identity, snapshots, and player identity. The reset is a retained-cursor transaction: - completed stages never replay after a callback failure; - entity retirement uses exact `RuntimeEntityKey` incarnations; - canonical identity clears only after Runtime and host projections converge; - duplicate completed reset is inert; - re-entry or host replacement for an active generation is rejected. The graphical reset manifest invokes this transaction once and retains only App presentation cleanup. `NoWindowGameRuntimeHost` invokes the same Runtime transaction without loading App or a presentation backend. ## Direct-host proof The deterministic no-window scenario covers: - connect, character selection, enter world, and outbound activation; - entity/object/inventory/chat/vital/environment/movement state; - movement, use, attack, cast, projectile, and portal operations; - portal host acknowledgement; - graceful stop, reconnect, stale-route rejection, and GUID reuse; - reset retry/no-replay and portal cancellation before/after readiness; - observer-failure containment; - two simultaneous roots with isolated credentials, clocks, GUIDs, items, chat, spells, projectiles, portals, and teardown; - credential-safe traces with no password text; - terminal zero ownership and backlog convergence. The direct test process loads no App, UI, renderer, audio, Silk.NET, OpenAL, Arch, or ImGui assembly. ## Retail chat-history decision The integrated reconnect trace retains the bounded chat transcript while clearing active command targets and character identity. This matches the named retail ownership: - `CPlayerSystem::OnEndCharacterSession` at `0x00562870` ends and begins the character session. - `ClientUISystem::OnEndCharacterSession` at `0x00564AD0` calls `ClientUISystem::CleanUpGameUI` at `0x005648A0`. - That cleanup clears trade, vendor, ground-container, and selection state; it does not clear the chat buffer. - Explicit `ClientCommunicationSystem::DoClear` at `0x0056E600` owns the clear-chat-buffer notice. No reconnect-time chat purge was added. ## Acceptance evidence - Runtime tests: 395/395. - App tests: 3,731 pass / 3 intentional skips. - Complete Release solution: 8,696 pass / 5 intentional skips. - Connected lifecycle/reconnect: `logs/connected-world-gate-20260727-004418/report.json`. - Canonical nine-stop: `logs/connected-r6-soak-20260727-004942.report.json`. - J7's exact graphical visual matrix was accepted by the user on 2026-07-27. The connected routes exited gracefully with zero failures and no pending publication, retirement, upload, warmup, or ownership backlog. Population- sensitive object/particle counts and missing-DAT VFX diagnostics were recorded but did not violate the route invariants. ## Audits - Dependency closure: pass. - Presentation/backend assembly isolation: pass. - Duplicate canonical constructors/maps: none. - Mutable process-wide session state: none introduced. - Teardown ledger convergence: pass. - Retail divergence register: no new behavioral divergence.