acdream/memory/project_gamewindow_decomposition.md
Erik 20ebf217e2 docs(architecture): plan GameWindow lifecycle shell
Freeze host ordering, resource ownership, callback quiescence, partial-startup rollback, and canonical soak evidence as twelve reviewed, bisectable Slice 8 checkpoints.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 09:14:24 +02:00

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# GameWindow decomposition — current truth
## Current state
The behavior-preserving App ownership campaign is complete through Slice 7.
`GameWindow.cs` moved from the 2026-07-21 baseline of 15,723 lines / 278 fields /
205 methods to 4,666 lines / 196 fields / 70 methods: 11,057 lines (70.3%) were
removed without changing accepted gameplay or rendering behavior.
| 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 |
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
- 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 immediately preceding identical-binary runs exceeded the coarse process-
residency threshold while deterministic ownership/lifecycle/timing checks
passed. #232 adds canonical resource-owner snapshots; do not solve this by
loosening the process-memory threshold or treating residency alone as an
identified owner leak.
- The 1833 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
Slice 8 groups composition and shutdown wiring and reduces Silk callbacks to
narrow calls into input, update, render, resize, focus, and shutdown owners.
It removes leftover feature state only where Slices 17 already established a
canonical owner; it does not redesign gameplay, rendering, or resource lifetime.
The reviewed AL execution ledger is
`docs/plans/2026-07-22-gamewindow-slice-8-composition-lifecycle.md`.
## 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 loosen the soak process-memory threshold to hide #232. Add canonical
owner snapshots and preserve process residency as a secondary guard.
- Small value/policy callbacks and diagnostics are acceptable only when they do
not call a substantial window body or hide mutable ownership.