Split diagnostic and lifecycle host contracts
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@@ -759,6 +759,12 @@ do not mix mechanical moves with semantic changes.
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headless defaults and diagnostics; interface cleanup must not turn intentionally unsupported presentation
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into false success.
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**Progress (2026-08-03):** the first bounded contract slice introduced `IDiagnosticHost` for recoverable
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warnings and modal diagnostic messages and `ILifecycleHost` for script-context entry/exit, sleep and timed
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deadline waiting, frame yield, and scene reset. `IHost` inherits both contracts and remains the aggregate VM
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entry point; all required members, default implementations, existing hosts, and transport-record locations
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are unchanged. Runtime validation remains green.
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4. **Make the build graph express source ownership.** Stop linking production `.cs` files from `godot/` and
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`tools/movie-corpus-gate/` into `Age.Engine.Tests`. Extract the platform-neutral frontend/movie/diagnostic
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code into a small production project referenced by Godot, tests, and the corpus gate. Retain both existing
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@@ -1117,9 +1123,10 @@ layer's rendering diverges from ADV; save layout.
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---
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## 8. Immediate next step
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Begin step 3 of the **codebase consolidation** maintenance slice: clarify runtime contracts without changing
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behavior or the aggregate host accepted by the VM. Start with a bounded interface-only slice that introduces
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diagnostic and lifecycle host contracts beneath `IHost`, preserving current default implementations and existing
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host classes before separating the larger ADV, graphics, audio, movie, and input surfaces.
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Continue step 3 of the **codebase consolidation** maintenance slice: clarify runtime contracts without changing
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behavior or the aggregate host accepted by the VM. With diagnostic and lifecycle contracts established beneath
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`IHost`, introduce the audio host contract next as the smallest remaining self-contained domain, preserving every
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required/default member and all existing host implementations before tackling interdependent ADV/input/graphics
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surfaces.
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Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
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not replace Phase B gameplay validation or the open cross-platform gates.
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