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>
202 lines
8.9 KiB
Markdown
202 lines
8.9 KiB
Markdown
# GameWindow Slice 8 — Checkpoint I.7 Session and Player Composition
|
|
|
|
**Status:** Complete 2026-07-22
|
|
|
|
**Parent:** `2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md`
|
|
|
|
**Scope:** Ordered-composition Phase 7 only
|
|
|
|
## 1. Outcome
|
|
|
|
Move the complete streaming, session, hydration, local-player, and teleport
|
|
construction body out of `GameWindow.OnLoad` without changing accepted
|
|
movement, network, world-reveal, combat, portal, or render-frame behavior.
|
|
`GameWindow` remains a write-only publication surface and shutdown shell.
|
|
|
|
This is a structural ownership move. It does not alter retail algorithms or
|
|
add a divergence-register row.
|
|
|
|
## 2. Exact production order
|
|
|
|
`SessionPlayerCompositionPhase` preserves the current order:
|
|
|
|
1. resolve near/far streaming radii from the immutable quality snapshot and
|
|
legacy override;
|
|
2. construct and start `LandblockStreamer` under immediate rollback ownership;
|
|
3. construct `StreamingController`, origin recentering, runtime settings
|
|
targets, and `WorldRevealCoordinator`;
|
|
4. construct the network-update bridge, sealed-dungeon classifier,
|
|
projection materializer, and world-origin coordinator;
|
|
5. construct and bind `LiveSessionController` plus local physics timestamps;
|
|
6. construct teardown, deletion, hydration, network-update, liveness, and
|
|
inbound-session owners;
|
|
7. bind component teardown, landblock hydration, parent acceptance,
|
|
same-generation network updates, entity-ready, and appearance-applied;
|
|
8. bind live combat operations;
|
|
9. construct mouse-look/gameplay input, streaming-frame, effect-frame,
|
|
spatial reconciliation, local animation/shadow/projection/frame, and
|
|
live-object frame owners;
|
|
10. construct player-mode and auto-entry owners and bind developer commands;
|
|
11. transfer the prepared portal tunnel into the sole local-teleport owner;
|
|
12. bind the teleport network sink and retained selection view plane;
|
|
13. publish one complete `SessionPlayerResult` and transfer rollback ownership.
|
|
|
|
No live connection starts in this phase. Terminal session start remains Phase
|
|
9 so a server cannot publish into a partial frame graph.
|
|
|
|
## 3. Typed inputs and outputs
|
|
|
|
`SessionPlayerDependencies` contains only stable App owners and state sources.
|
|
It never stores `GameWindow` or accepts a callback to a substantial window
|
|
method. Phase results supply content, render, interaction, and live-presentation
|
|
owners directly.
|
|
|
|
`SessionPlayerResult` carries the exact owners required by Phase 8 and
|
|
shutdown:
|
|
|
|
- streamer, streaming controller, origin recenter, and world reveal;
|
|
- live-session, hydration, network-update, liveness, and inbound-session
|
|
controllers;
|
|
- gameplay input, streaming-frame, local animation/shadow, live-object frame,
|
|
player-mode, and auto-entry owners;
|
|
- local teleport owner;
|
|
- one named runtime-binding aggregate.
|
|
|
|
`IGameWindowSessionPlayerPublication` publishes those exact identities only
|
|
after all mandatory resources and binds succeed. Replacement is rejected
|
|
before any field changes.
|
|
|
|
## 4. Focused owners and seams
|
|
|
|
### 4.1 Spawn-claim classifier
|
|
|
|
Move the memoized indoor spawn-claim range check from `GameWindow` into
|
|
`DatSpawnClaimHydrationClassifier`. It retains the exact cell-number boundary,
|
|
DAT lock, and one-claim memoization. The world-reveal coordinator receives its
|
|
typed `IsUnhydratable` method rather than a window callback.
|
|
|
|
### 4.2 Runtime bindings
|
|
|
|
`SessionPlayerRuntimeBindings` owns named exact-owner leases and releases them
|
|
in reverse order. Successful releases are removed immediately; failed releases
|
|
remain retryable without replaying completed work.
|
|
|
|
The aggregate owns:
|
|
|
|
- retained-UI live-session authority;
|
|
- runtime settings targets;
|
|
- live parent acceptance;
|
|
- hydration network bridge;
|
|
- exact `EquippedChildRenderController.EntityReady` delegate;
|
|
- exact `LiveEntityHydrationController.AppearanceApplied` delegate;
|
|
- combat attack operations;
|
|
- camera-pointer gameplay frame;
|
|
- developer player-mode and command-bus targets;
|
|
- local teleport network sink;
|
|
- retained selection view-plane authority.
|
|
|
|
The live-runtime component lifecycle remains attached through the Phase-6
|
|
binding owner because it must outlive session teardown and stay callable until
|
|
`LiveEntityRuntime.Clear` completes. Landblock-loaded hydration may use that
|
|
same late lifetime when its publisher outlives the session result.
|
|
|
|
### 4.3 Portal transfer
|
|
|
|
The prepared tunnel follows the existing single-owner transaction:
|
|
|
|
```text
|
|
Phase 6 fallback slot -> Phase 7 LocalPlayerTeleportController
|
|
```
|
|
|
|
If the destination factory throws, the fallback retains the tunnel. Once the
|
|
controller exists, Phase 7 immediately owns it for rollback. A later failure
|
|
disposes the controller and tunnel exactly once; the fallback is already empty.
|
|
|
|
### 4.4 Streamer and session rollback
|
|
|
|
The streamer is scope-owned before `Start`. Any later Phase-7 failure disposes
|
|
it, which joins the worker and releases pending work. The live-session
|
|
controller is also scope-owned immediately. Rollback order is:
|
|
|
|
1. detach external bindings;
|
|
2. dispose local teleport if transfer completed;
|
|
3. dispose live-session ownership;
|
|
4. dispose the streamer;
|
|
5. aggregate and retain any incomplete cleanup for retry.
|
|
|
|
Normal shutdown remains behaviorally ordered: quiesce input, gracefully retire
|
|
the live session and reset graph, withdraw frame borrowers, detach Phase-7
|
|
bindings, stop the streamer, clear live entities, then release presentation and
|
|
GL owners.
|
|
|
|
## 5. Publication and cutover
|
|
|
|
- `OnLoad` calls one `SessionPlayerCompositionPhase.Compose(...)` paragraph.
|
|
- The old radius, streamer, session, hydration, player, and teleport
|
|
construction body is deleted.
|
|
- Phase 8 consumes `SessionPlayerResult`; it does not rediscover the new owners
|
|
through nullable window fields.
|
|
- Existing steady-state/reset code may temporarily read published fields until
|
|
Checkpoint I.8 completes the root cutover.
|
|
- No second GUID map, world state, input subscriber, portal owner, or session
|
|
authority is introduced.
|
|
|
|
## 6. Automated gates
|
|
|
|
### Construction and rollback
|
|
|
|
- exact construction trace, including streamer-start and portal-transfer
|
|
positions;
|
|
- failure before and after streamer start stops the worker exactly once;
|
|
- failure at every bind/publication boundary releases in reverse order;
|
|
- partial cleanup retries only failed edges and never replays completed ones;
|
|
- portal destination-factory failure preserves fallback ownership;
|
|
- later failure disposes the transferred teleport owner exactly once;
|
|
- publication rejects replacement atomically.
|
|
|
|
### Binding and lifetime
|
|
|
|
- exact-owner unbind and stale-token rejection for every new deferred seam;
|
|
- `EntityReady` and `AppearanceApplied` detach the exact delegates once;
|
|
- callbacks are safe before bind and inert after deactivation where the source
|
|
contract permits it;
|
|
- live-runtime component teardown stays bound until live records are cleared;
|
|
- session/UI/command targets cannot retain a failed Phase-7 graph;
|
|
- runtime settings targets do not replay startup values when bound;
|
|
- no duplicate input, combat, streamer, hydration, or portal owner.
|
|
|
|
### Behavior and structure
|
|
|
|
- live/offline gates and initial placeholder origin remain unchanged;
|
|
- near/far and legacy radius selection are byte-for-byte equivalent;
|
|
- spawn-claim cell boundaries preserve the former memoized behavior;
|
|
- session packet routing, hydration order, combat target selection, player-mode
|
|
auto-entry, and portal presentation remain unchanged;
|
|
- `GameWindow` contains no Phase-7 construction body or spawn-claim algorithm;
|
|
- App Release tests, clean solution Release build, and full Release tests pass;
|
|
- source/divergence audit and three self-review passes are clean.
|
|
|
|
## 7. Exit evidence
|
|
|
|
I.7 is complete when Phase 7 is the production path, every Phase-7 external
|
|
edge has explicit reversible ownership, failure and retry gates pass, the old
|
|
window body is gone, documentation/memory report the measured class size and
|
|
test totals, and the commit is independently buildable. I.8 then composes the
|
|
update/render roots and terminal session start over the typed result graph.
|
|
|
|
## 8. Completion evidence
|
|
|
|
- `SessionPlayerCompositionPhase` is the production Phase-7 path. The former
|
|
432-line radius/streaming/session/hydration/player/teleport block is absent
|
|
from `GameWindow`.
|
|
- `SessionPlayerRuntimeBindings` plus exact-owner tokens cover every Phase-7
|
|
late edge. Focused tests cover reverse retry, rebind, and stale-token safety.
|
|
- `DatSpawnClaimHydrationClassifier` owns the former window memo and exact
|
|
indoor-cell boundaries, including missing/empty DAT cases and reset.
|
|
- `GameWindow.cs` is 2,479 raw lines, down 13,244 lines (84.2%) from the
|
|
15,723-line campaign baseline.
|
|
- App Release: 3,420 passed / 3 intentional skips. Complete Release suite:
|
|
7,792 passed / 5 intentional skips. Clean solution build: 0 errors and the
|
|
17 pre-existing test warnings tracked by #228.
|
|
- Behavior/order, architecture/ownership, and adversarial rollback reviews are
|
|
clean. No gameplay mechanism changed and no divergence row was introduced.
|