acdream/docs/research/2026-08-13-376-388-blast-review.md
Erik ec2a7b0cce fix #376/#388 review round: post-condition truth, idempotence, one
position memory, unified monitor, maximized restore; AD-92

Dual-lens Opus review of e56aa511 (reports committed under
docs/research/). The consolidated corrections:

- Mechanism M1 (load-bearing): on Windows, Silk's GLFW error callback
  QUEUES exceptions on a static list instead of throwing - they detonate
  later at window close, which is exactly #388's original two-stage
  crash shape. catch(GlfwException) was dead code here and a failed
  SetWindowMonitor "succeeded". Success is now judged by the NATIVE
  POST-CONDITION (GetWindowMonitor after the call) on both enter and
  exit; the catches remain only for the throwing platforms.
- M2 (both lenses): same-mode fullscreen re-apply is a no-op BEFORE any
  native work (new IDisplayModeSwitcher.CurrentFullscreenMode). Every
  Display-backed Config row applies per change - sliders per DRAG TICK -
  so without this every tick while fullscreen re-issued a real
  display-mode change.
- M3/M5 (both): the remembered windowed placement is process state (two
  target instances exist - startup and live-save); a fullscreen boot now
  exits through either instance to the real placement, not the (60,60)
  literal.
- M4 (both): the switcher resolves the WINDOW'S monitor (attached
  monitor when fullscreen, else IWindow.Monitor's index into the GLFW
  array - the same monitor DisplayModeCatalog enumerated), primary only
  as a last resort; the offered-list/switch-target mismatch is gone.
- Blast M2b: the offered-mode validator falls back to the SAME static
  ladder the dropdown falls back to - Full Screen is no longer a
  permanent silent no-op on catalog-less hosts (the switcher's own
  monitor-mode-list check remains the hard guard).
- Blast M3: a windowed pick on a MAXIMIZED window restores it first
  (Size writes are silently ignored while maximized; the deleted
  WindowState=Normal write used to do this incidentally). New
  IWindowedSizeSurface.IsMaximized/Restore.
- Mechanism M5: no silent bail-outs - the unparseable-resolution
  fullscreen path logs, and the failure line no longer claims "staying
  windowed" when the state is unchanged (#392 noted inline).
- Q1 nit: one cached Glfw wrapper (per-call GetApi allocated + took a
  native refcount); IsFullscreen/CurrentFullscreenMode guarded.
- AD-92: highest-refresh-for-WxH + refuse-and-log versus retail's
  pass-through-and-error ForceDisplayResolution.

Known-open tail, filed not hidden: #392 (persisted-flag divergence on a
refused enter - needs an apply-result seam); the mechanism report's
pacing-refresh WATCH rides the same seam.

Tests: +3 (same-mode no-op, unparseable-while-fullscreen refusal,
maximized restore-before-write). App suite 4,975/3 skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 18:10:07 +02:00

26 KiB
Raw Blame History

Blast-radius review — e56aa511 (#376 + #388: real fullscreen mode switching, state-aware display apply)

Reviewer lens: BLAST RADIUS (who else touches the changed surfaces, and who read the values they used to write). Report only — no edits made. Date: 2026-08-13 Base: e56aa511, worktree .claude/worktrees/eloquent-hugle-42119e, branch claude/latest-commits-cb0c8f.

The commit is correct about the thing it set out to fix: a raw Size write against a fullscreen GLFW window is genuinely gone, the mode switch is genuinely native, and the failure paths are genuinely no-throw. Everything below is about the other edges those two changes now sit on.


Verdict summary

# Surface Verdict
M1 Every Config-tab display row re-runs the fullscreen switch; enter has no idempotence guard; sliders apply per drag tick MUST-FIX
M2 Validation source ≠ switch target (catalog monitor vs primary monitor; UI fallback vs validator fallback) MUST-FIX
M3 #388's maximized half is unfixed, and the only un-maximize in the codebase was deleted — but the issue is marked DONE MUST-FIX
M4 Refused/failed enter leaves fullscreen: true persisted + checkbox ticked, with no surface but a console line MUST-FIX
M5 Two GlfwDisplayModeSwitcher instances → the windowed-position memory is dead on the boot-fullscreen exit path (gate §D5.3 asserts the opposite) MUST-FIX
M6 No divergence-register row for the deviations this commit introduces MUST-FIX (process)
W1 Pacing monitor-refresh read happens before the switch, and StateChanged (the signal the deleted WindowState write used to fire) is now dead WATCH
W2 IsFullscreen is the one unguarded native call in a "never throws" class WATCH
W3 Windowed exit with no parseable resolution falls back to the fullscreen size WATCH
W4 glfwSetWindowMonitor dispatches Silk callbacks synchronously, inside the quiescence lock, inside the update phase WATCH (verified safe, undocumented)
W5 Hard-kill while fullscreen now leaves a real display-mode change to Windows to unwind WATCH
W6 DisplayModeCatalog.InstallFromWindow is unguarded, and a silent non-install disables fullscreen entirely WATCH
A1 Startup ApplyDisplay ordering vs InstallFromWindow CLEAN
A2 Readers of _window.WindowState across src/ CLEAN (there are none)
A3 RetailWindowLayoutPersistence resolution key shared fullscreen/windowed CLEAN (correct: same client extent)
A4 #390 edge-detector sequence for enter and exit CLEAN
A5 Tests / InspectingDisplayWindowTarget CLEAN
A6 Headless / no-window hosts CLEAN (never reach this code)

Axis 1 — callers of SilkRuntimeDisplayWindowTarget / IRuntimeDisplayWindowTarget

Exactly two production construction sites, both in AcDream.App, both inside GameWindow.OnLoad's single composition pipeline run:

Site Path Instance lifetime
src/AcDream.App/Rendering/GameWindow.cs:1296 startup — RuntimeSettingsStartupTargetsApplyDisplay process
src/AcDream.App/Composition/SessionPlayerComposition.cs:334 live save — RuntimeSettingsTargetsApplyDisplayWindowState process (composition runs once at OnLoad, not per generation)

Consumers of the interface: RuntimeSettingsStartupTargets.ApplyDisplay (RuntimeSettingsTargets.cs:194) and RuntimeSettingsTargets.ApplyDisplayWindowState (RuntimeSettingsTargets.cs:424). No headless / no-window host reaches either — AcDream.Headless references only AcDream.Runtime, and SessionPlayerDependencies.Window is a non-nullable IWindow supplied only by GameWindow (SessionPlayerComposition.cs:41, GameWindow.cs:1445). CLEAN.

Callers relying on the OLD behaviour

  • "Size write while fullscreen persists a windowed size for later." No consumer depended on this. A resolution pick while fullscreen is now a real mode switch, and the later windowed exit takes its size from display.Resolution (RuntimeSettingsTargets.cs:141), which is the same value the old Size write would have parked. CLEAN.
  • "WindowState.Fullscreen borderless." Nothing in src/ reads window state (see Axis 2). CLEAN — with one exception, the maximized case, which is M3 below.

M5 — two switcher instances, one live position memory

GlfwDisplayModeSwitcher._windowedPosition (DisplayModeSwitching.cs:47) is per-instance and defaults to (60, 60). It is written only inside TryEnterFullscreen (DisplayModeSwitching.cs:90-96).

Boot-fullscreen flow:

  1. Phase 3 (SettingsDevToolsComposition.cs:53ApplyStartupApplyDisplay) enters fullscreen through the startup target's switcher. That instance captures the real windowed position.
  2. Phase 8 (SessionPlayerComposition.cs:334) builds the live target with a fresh switcher whose _windowedPosition is still (60, 60).
  3. User unticks Full Screen → live path → TryLeaveFullscreen restores to (60, 60) at the fullscreen resolution.

On a 1920×1080 desktop that is a 1920×1080 client area placed at (60,60) — title bar and bottom edge off-screen. The gate script's own acceptance text for §D5 step 3 says the client must return "positioned where it was before entering fullscreen"; for the §D4 boot-fullscreen path it will not.

Cheapest correct fix: one shared switcher (or one shared placement record) rather than one per target instance.


Axis 2 — readers of _window.WindowState

grep '\.WindowState|WindowState\.' over src/**/*.cs returns zero reads of IWindow.WindowState outside the deleted lines. Nothing keys window chrome, screenshots, input mapping, or the L1 capability probes off it:

  • Screenshots: PrivatePresentationRenderer.cs:81 takes input.ViewportWidth/Height, seeded from _window.Size at GameWindow.cs:1575. Size-driven, not state-driven.
  • Input: cursor mode is driven by camera mode only (CameraPointerInputController.cs:445-447); nothing consults fullscreen.
  • #348's native cursor cache takes the GLFW window handle (GameWindow.cs:1026), which glfwSetWindowMonitor does not change.
  • L1 probes (GraphicalHostPlatformServices, the bindless/MDI/SSBO gates) read no window state.

CLEAN on the read side. The one consumer of the event:

W1 — the StateChanged signal is now dead, and pacing reads the monitor too early

SilkWindowCallbackBinding.cs:153 wires IWindow.StateChangedDisplayFramePacingController.OnWindowStateChanged (DisplayFramePacingController.cs:132) → RefreshActiveMonitor(). Silk raises StateChanged from its own WindowState setter and its iconify/maximize callbacks; a native glfwSetWindowMonitor bypasses all of them. So the deleted _window.WindowState = Fullscreen write was, incidentally, the thing that re-read the active monitor's refresh rate after a fullscreen transition. That is gone.

Compounding it, the startup path refreshes the monitor before the switch:

RuntimeSettingsTargets.cs:194-201
    _pacing.RefreshActiveMonitor();      // desktop mode, e.g. 60 Hz
    _pacing.ApplyPreference(display.VSync);
    _displayWindow.Apply(display);       // switches the display to 1920x1080@300

and the live path (ApplyDisplayWindowState, RuntimeSettingsTargets.cs:424-434) never touches pacing at all. With VSync off and capped rendering, FramePacingPolicy.Resolve (FramePacingPolicy.cs:26-29) caps the software pacer at the cached Hz — which after a fullscreen enter is the pre-switch desktop refresh. The only thing that rescues it is the incidental Move callback (SilkWindowCallbackBinding.cs:152) firing because the window jumped to the monitor origin — which does not fire if the window was already at that position.

Rated WATCH, not MUST-FIX, because VSync defaults on (DisplaySettings.cs:92) and the VSync branch ignores the refresh value. Fix is one line: refresh the active monitor after _displayWindow.Apply, on both paths.

W2 — IsFullscreen can throw out of a "never throws" class

DisplayModeSwitching.cs:54-62 calls Glfw.GetApi().GetWindowMonitor(handle) with no try, while both Try* methods around it are wrapped. The class doc promises "every failure is a no-throw (bool, reason) result". Apply calls IsFullscreen on the windowed branch (RuntimeSettingsTargets.cs:134), which is the branch that runs on every single Config-tab save. Low probability (glfwGetWindowMonitor on a live handle does not error), but the contract is stated and not honoured.


Axis 3 — DisplaySettings.Fullscreen consumers

Complete reader set (grep Fullscreen --include=*.cs src):

Reader Site
Startup apply RuntimeSettingsTargets.cs:116 (via ApplyDisplay, :199)
Live apply RuntimeSettingsTargets.cs:116 (via ApplyDisplayWindowState, :426)
Config tab "Full Screen" row ConfigOptionsPageController.cs:650-651
Persistence SettingsStore.cs:82 (read), :640 (write)

RetailWindowLayoutPersistence does not read it — see A3.

Fullscreen boot path, end-to-end

  1. GameWindow.Run creates the window unconditionally at 1280×720 (GameWindow.cs:752-754).
  2. OnLoadDisplayModeCatalog.InstallFromWindow(_window!) (GameWindow.cs:1246).
  3. Composition phase 3 builds SilkRuntimeDisplayWindowTarget(_window!) (GameWindow.cs:1296) and SettingsDevToolsCompositionPhase.Compose runs ApplyStartup (SettingsDevToolsComposition.cs:53) → RuntimeSettingsController.ApplyStartup:216ApplyDisplayApply(display).
  4. Fullscreen branch → catalog check → TryEnterFullscreenglfwSetWindowMonitor.
  5. GLFW dispatches the framebuffer-size callback synchronously; the viewport target arms VulkanGraphicsContext.RequestRecreate (VulkanHostInputCameraCompositionFactory.cs:136) and the camera aspect updates (FramebufferResizeController.cs:125-127). Both targets are already bound by phase 2, so the mid-OnLoad event lands on live owners.

Functionally sound. The problem is what happens when step 4 says no.

M4 — flag/reality divergence has no surface

The Config toggle persists first, applies second (ConfigOptionsPageController.cs:651RuntimeSettingsController.cs:386-392). Both refusal paths (RuntimeSettingsTargets.cs:120-125 "not an offered mode", :126-128 "failed") only Console.WriteLine. Consequences:

  • settings.json keeps fullscreen: true while the client is windowed.
  • The checkbox reads bindings.LoadDisplay().Fullscreen (ConfigOptionsPageController.cs:650) → renders ticked against a windowed client.
  • Every subsequent launch refuses again. The client boots windowed forever with the box ticked and no visible explanation. The user's only feedback is a console line they will not see in a normal launch.

This matters because the refusal is reachable in ordinary use, not just in pathological setups — see M2. At minimum the refusal should reset the persisted flag (or the row should read live state rather than the stored flag) so that what the panel shows is what the client is.

Note the interaction with #377's documented recovery ("hand-edit settings.json back to false"): the new refusal path re-creates exactly that stuck-flag shape, minus the crash.


Axis 4 — the #390 interaction (2153bee2)

RetailUiRuntime.Draw (RetailUiRuntime.cs:620-652) is a two-step edge detector on the per-frame screen size. That size is _window.Size, captured once per render at GameWindow.cs:1575 and threaded through RenderFrameInput.ViewportWidth/HeightPrivatePresentationRenderer.cs:72-76RetainedGameplayUiFrame.RenderDraw.

Enter (1280×720 → 1920×1080). The toggle is handled in the update phase (this is the same seam the #389 review deliberately chose over the render-phase preview seam — RuntimeSettingsTargets.cs:427-433), so the native switch completes before the frame's render:

  • frame N render: _window.Size = 1920×1080 ≠ _lastScreenSize → one ClampAllToScreen() (RetailWindowLayoutPersistence.cs:102-129, no store I/O, _restoring suppresses per-move saves), _screenSizeSettling = true.
  • frame N+1: size repeats → one RestoreAll(saveBack: false) for key "1920x1080".

One clamp, one reload, no transient size (the intermediate 1280×720 frame never renders — the switch is synchronous within the update). CLEAN.

Exit. TryLeaveFullscreen is called with the same display.Resolution (RuntimeSettingsTargets.cs:141) — unticking Full Screen does not change the resolution setting. So the screen size does not change, the edge detector sees nothing, and there is no clamp/reload. Correct, and consistent: the layout key is unchanged. CLEAN.

A3 — the shared layout key. ResolutionKey is "{W}x{H}" with no fullscreen discriminator (RetailWindowLayoutPersistence.cs:304-305). Fullscreen 1920×1080 and windowed 1920×1080 have the same client extent, so sharing the key is the right answer, not a collision. CLEAN.

No storm risk from the detector itself — but see M1, which can produce a native-call storm upstream of it.


Axis 5 — tests

  • No test in tests/ asserts the old WindowState write. The only WindowState hits are ChatWindowState, RetainedWindowState, CreateWindowState, and DisplayFramePacingControllerTests.cs:65's OnWindowStateChanged(default) smoke call — none coupled to the display apply.
  • InspectingDisplayWindowTarget (tests/AcDream.App.Tests/Settings/RuntimeSettingsControllerTests.cs:1072) is a fake IRuntimeDisplayWindowTarget; the interface is unchanged, so all 7 uses stay valid.
  • GameWindowSlice8BoundaryTests.cs:298/331 asserts on GameWindow.cs source text only — unaffected.
  • The 5 new state-machine facts (RuntimeSettingsControllerTests.cs:191-283) cover exactly the five branches and are honest tests (they assert surface.Writes == 0 on the fullscreen paths, which is the real invariant).

CLEAN. Two gaps worth noting rather than fixing-as-bugs:

  • No test pins the idempotence of a repeated fullscreen apply (M1). A FakeModeSwitcher already records Calls; asserting ["enter:1920x1080"] after two identical applies would have caught it.
  • No test covers Fullscreen = true + unparseable resolution (RuntimeSettingsTargets.cs:118-119, silent return).

Axis 6 — the catalog dependency and construction order

A1 — ordering: CLEAN. Two facts make it safe:

  1. The offered-mode check is a lazy lambda, not a captured snapshot: spec => Rendering.DisplayModeCatalog.Resolutions?.Contains(spec) == true (RuntimeSettingsTargets.cs:83). Construction order relative to InstallFromWindow is therefore irrelevant; only apply order matters.
  2. DisplayModeCatalog.InstallFromWindow(_window!) is at GameWindow.cs:1246, before GameWindowCompositionPipeline.Run at :1249; the startup apply is phase 3 (SettingsDevToolsComposition.cs:53). Install strictly precedes apply.

A legitimate fullscreen boot is not refused for ordering reasons. But it can be refused for two other reasons, which is the real finding:

M2 — "an offered mode is supported by construction" is false along two axes

The commit's central safety claim is that validating against DisplayModeCatalog makes the unsupported-mode crash class unreachable. That holds only if the offered set is a subset of the switch target's mode list. Two ways it isn't:

(a) Different monitors. The catalog is curated from window.Monitor — the monitor the window currently sits on (DisplayModeCatalog.cs:53). The switch targets glfwGetPrimaryMonitor() (DisplayModeSwitching.cs:77), and the refresh lookup enumerates that monitor's modes (DisplayModeSwitching.cs:144-156). On a multi-monitor machine with the client on a secondary display, a mode that is offered (secondary supports it) can be absent from the primary's list → "mode WxH is not in the monitor's mode list" → silent refusal (M4). It fails safe rather than crashing, but the invariant the design leans on is not there.

(b) Different fallbacks at the two seams. When no catalog installs (window.Monitor null, or Curate returns empty — DisplayModeCatalog.cs:54,68):

  • the dropdown falls back to the 6-entry static ladder (RetailUiRuntime.cs:2429ConfigOptionsPageController.cs:641 availableResolutions ?? DisplaySettings.AvailableResolutions), so the user sees six selectable resolutions;
  • the validator falls back to nothing offered (RuntimeSettingsTargets.cs:83, Resolutions?.Contains(...) == true on null → false).

So on any host where the catalog does not install, the Full Screen checkbox is a permanent silent no-op while the dropdown still advertises six modes. The two seams must share one fallback.

(c) The likely everyday case. DisplaySettings.Default.Resolution is "1280x720" (DisplaySettings.cs:90). If the monitor does not enumerate a 1280×720 mode (common on high-refresh panels that expose a short mode list), a fresh user who simply ticks Full Screen at the default resolution gets nothing — no fullscreen, no message. Likewise any settings.json carrying a pre-#391 resolution (800x600, 1024x768 — both selectable in earlier builds, per the OP6 note at ConfigOptionsPageController.cs:625-633) now boots windowed forever with the flag ticked.


M1 — the fullscreen enter is not idempotent, and every Config row re-runs it

This is the highest-blast-radius finding, because it comes in through a surface the commit never looked at.

storeOnly on the Config rows is only a caption-dim marker (ConfigOptionsPageController.cs:136-152) — it does not suppress the apply. Every Graphics row's apply: lambda calls bindings.SaveDisplay(...) (ConfigOptionsPageController.cs:587, 643, 651, 659, 671, 678, 685, 693, 738, 746, 754, 766, 774, 780), which routes RuntimeSettingsController.SaveDisplay:386-392ApplyDisplayWindowStateSilkRuntimeDisplayWindowTarget.Apply.

And Apply's fullscreen branch has no idempotence guard (RuntimeSettingsTargets.cs:116-129) — unlike the windowed branch, which still has if (haveResolution && (_window.Size.X != width || ...)) at :147. The old code had if (_window.WindowState != desired) at the deleted :83; that guard was removed with the rest of the block and nothing replaced it.

So, while fullscreen: true:

  • toggling any store-only graphics row (MultiPassAlpha, BuildingDetailTextures, LandscapeDrawDistance, TextureFiltering, …) fires a full glfwSetWindowMonitor(handle, primary, 0, 0, W, H, refresh);
  • dragging a slider does it per drag tick. FloatOptionRow.SetCurrentValue is documented as "the drag-tick entry point… applies it live IMMEDIATELY" (OptionPageModel.cs:232-240), and slider.ScalarChanged calls it directly (ConfigOptionsPageController.cs:1044). Field of View (:587), Screen Brightness (:671) and Degrade Distance (:693) are all sliders on this tab.

Per drag tick that means: a full glfwGetVideoModes enumeration (DisplayModeSwitching.cs:148), a glfwSetWindowMonitor, and one display: fullscreen mode switch WxH@R console line (DisplayModeSwitching.cs:99-100) — a permanent evidence line turned into a per-frame log storm.

What saves it from being a visible mode-change storm on Windows is GLFW's internal early-out (setVideoModeWin32 returns before ChangeDisplaySettingsEx when the chosen mode equals the current one). Correctness of a user-visible behaviour should not rest on an undocumented internal of a third-party library — especially on the exact path whose failure mode was "the client dies mid-session".

The gate script's own §D6 step 1 tells the user to "drag sliders in between" while fullscreen, so this is directly in the acceptance path.

Fix shape: guard the enter the way the windowed branch guards its write — remember the last applied (W, H, monitor) or query the current window monitor + mode, and return early when the request already holds.


M3 — #388's maximized half is unfixed, and the only un-maximize was deleted

#388's own title and filing include the maximized case: "fullscreen/maximized windows silently ignore resolution picks", with the evidence being five consecutive picks producing no framebuffer event at window was 2056x1290 (docs/ISSUES.md:126, 158-165). The commit marks #388 DONE (docs/ISSUES.md:127) having addressed only the fullscreen half.

Worse, the deleted block was the codebase's only write of WindowState (Axis 2: there is now zero). Under the new Apply, a maximized window takes the _modeSwitcher.IsFullscreen == false path (a maximized window has no attached monitor) and receives a plain _window.Size = ... (RuntimeSettingsTargets.cs:147-154) — precisely the write the issue documents as silently ignored. Nothing anywhere restores the window to Normal first.

So: resolution picks on a maximized window are now permanently a no-op, with the issue closed. Either restore-then-resize in the windowed branch, or reopen the maximized half of #388 with the evidence carried forward.


M6 — missing divergence-register rows (process)

git show e56aa511 --stat touches no register file. CLAUDE.md's rule is binding: "Any commit that introduces a deviation adds its register row IN THE SAME COMMIT." At least two deviations ship here, both acknowledged in the code's own comments:

  1. Refresh-rate selection. TryFindRefreshRate picks the monitor's highest refresh for the requested WxH (DisplayModeSwitching.cs:142-156), while the class doc states "retail passed the device's mode as-is" (DisplayModeSwitching.cs:37-38). Entering fullscreen therefore changes the panel's refresh rate as a side effect of a resolution pick (the live run went to 300 Hz).
  2. Silent refusal. Retail surfaced "Graphics mode not supported"; acdream refuses to a console line and leaves the preference inconsistent (M4).

Arguably a third: primary-monitor-only targeting (DisplayModeSwitching.cs:77), which the doc justifies against retail's primary display device — that one is probably a citation rather than a deviation, but it is the assumption M2(a) breaks, so it deserves to be written down somewhere auditable.

IA-22 (#391's curated list) is the natural neighbour row; these are separate deviations and need their own.


Remaining WATCH items

W3 — windowed exit with no parseable resolution uses the fullscreen size. RuntimeSettingsTargets.cs:136-140: when display.Resolution does not parse, the exit falls back to _window.Size — which, while fullscreen, is the fullscreen extent. The window then leaves fullscreen as a desktop-sized window at (60, 60). Narrow (requires a corrupt/blank resolution string), but the fallback reads "current windowed size" and means "current fullscreen size".

W4 — synchronous native dispatch inside the quiescence lock. On Win32, glfwSetWindowMonitor dispatches WM_SIZE/WM_MOVE synchronously, so FramebufferResize and Move re-enter HostQuiescenceGate.Invoke (SilkWindowCallbackBinding.cs:152-154) on the same thread while the update callback already holds _sync. This is safeMonitor is re-entrant (HostQuiescenceGate.cs:36-54) — and the Vulkan side only arms recreation (VulkanHostInputCameraCompositionFactory.cs:136), never recreating mid-frame. Both are load-bearing invariants that nothing records; a comment at the SetWindowMonitor call site would keep a future change from breaking them.

Also thread-affinity: glfwSetWindowMonitor and glfwGetVideoModes are main-thread-only. Both call paths (composition OnLoad, update-phase save) are main-thread today; nothing enforces it.

W5 — hard kill while fullscreen. The project's documented launch workflow falls back to Stop-Process -Force when CloseMainWindow times out (CLAUDE.md, "Logout-before-reconnect"). Previously that left a borderless window behind; now it abandons a real ChangeDisplaySettingsEx mode change for Windows to unwind. Low risk (CDS_FULLSCREEN changes are process-scoped and revert on exit), but worth one line in the gate script's black-screen-risk note.

W6 — InstallFromWindow is unguarded and fails silently. GameWindow.cs:1246 has no try, while SilkDisplayFramePacingSurface already documents that window.Monitor can throw GlfwException during an RDP/console display-topology handoff (DisplayFramePacingController.cs:42-49). A throw there kills OnLoad; a silent early-return (DisplayModeCatalog.cs:54-69) now also silently disables fullscreen entirely (M2b). The two failure modes deserve different treatment, and neither is currently distinguishable in a log.


Ranked must-fixes

  1. M1 — guard the fullscreen enter against a no-change request. src/AcDream.App/Settings/RuntimeSettingsTargets.cs:116-129; drivers at src/AcDream.App/UI/Layout/OptionPageModel.cs:232-240 and src/AcDream.App/UI/Layout/ConfigOptionsPageController.cs:587,671,693.
  2. M2 — make the offered set and the switch target agree: same monitor (DisplayModeCatalog.cs:53 vs DisplayModeSwitching.cs:77) and same fallback (RuntimeSettingsTargets.cs:83 vs RetailUiRuntime.cs:2429ConfigOptionsPageController.cs:641).
  3. M3 — either fix the maximized half of #388 (restore-to-Normal before the windowed size write, RuntimeSettingsTargets.cs:147-154) or reopen it; docs/ISSUES.md:126-127 currently claims it closed.
  4. M4 — give a refused/failed enter a surface: reset the persisted flag, or have the Config row read live state. RuntimeSettingsTargets.cs:120-128, ConfigOptionsPageController.cs:650-651.
  5. M5 — share one windowed-placement record between the startup and live switchers. DisplayModeSwitching.cs:47, GameWindow.cs:1296, SessionPlayerComposition.cs:334.
  6. M6 — add the divergence-register rows (refresh-rate selection; silent refusal), docs/architecture/retail-divergence-register.md.