acdream/memory/project_gamewindow_decomposition.md
Erik 5c955c36ec docs(architecture): record GameWindow automated closeout
Reconcile the architecture, roadmap, milestones, issue ledger, session instructions, and durable memory with the 1,622-line native shell, canonical soak evidence, connected framebuffer comparison, and sole remaining user visual gate.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:52:25 +02:00

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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. Only the user's final connected visual matrix remains before the campaign is marked complete.

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 AE 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 KL 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 3,451 / 3 intentional skips; the complete Release suite passes 7,823 / 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 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

Run the final connected visual matrix: first login/radar; movement, mouse, resize, focus, and combat; shared inventory/skills/spellbook panel; outdoor, building, dungeon, portal, paperdoll, particle, and alpha presentation; then graceful close and fresh reconnect. After user confirmation, mark Checkpoint L and the campaign complete and resume M4. Full GameEntity aggregation remains a separate migration and must not be folded into the visual handoff.

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.