acdream/memory/project_gamewindow_decomposition.md
Erik 96f8bfcfa8 docs(architecture): close GameWindow render slice
Record the clean Release, lifecycle, soak, and framebuffer gates for Slice 7, advance the structural program to Slice 8, and preserve the observed process-residency diagnostic gap as issue 232 rather than weakening its leak threshold.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:40:52 +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.

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.