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DavidQ
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docs: game integration planning bundle
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docs/dev/BIG_PICTURE_ROADMAP.md

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# 🎮 TRACK F — GAME INTEGRATION
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- [x] PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION
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- [x] BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION
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- [.] APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION
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- [ ] Sample game uses full debug platform
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- [ ] Toggle debug in production-safe mode
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- [ ] Performance-safe overlays
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- [ ] Replication state viewer
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- [ ] Client/server divergence inspector
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- [ ] Event tracing
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- [x] PLAN_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [x] BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [.] APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [.] PLAN_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [ ] BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [ ] APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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---
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# 🧊 TRACK H — 3D DEBUG SUPPORT
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- [.] Transform inspector
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- [x] BUILD_PR_DEBUG_SURFACES_3D_SUPPORT
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- [x] APPLY_PR_DEBUG_SURFACES_3D_SUPPORT
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- [.] APPLY_PR_DEBUG_SURFACES_3D_SUPPORT
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- [ ] Camera debug panel
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- [ ] Render pipeline stages
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- [ ] Collision overlays

docs/dev/CODEX_COMMANDS.md

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REASONING: high
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COMMAND:
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Create PLAN_PR_DEBUG_SURFACES_NETWORK_SUPPORT, BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT, and APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT as a bundled docs pack
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Create PLAN/BUILD/APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION bundle
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Requirements:
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- Follow PLAN_PR -> BUILD_PR -> APPLY_PR
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- Docs-first only
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- One PR purpose per document, but package all three together
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- Plan/build/apply the first reusable network support layer for the debug surfaces platform
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- Define shared network panels, shared network providers, optional shared network presets, adapter boundaries, adoption models, naming conventions, and target structure
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- Keep the first version summary-level and opt-in
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- Exclude protocol-specific implementations, packet inspectors, auth/matchmaking tooling, and deep inspectors from this bundle
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- Keep transport/protocol adapters outside the shared layer
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- Update BIG_PICTURE_ROADMAP.md by changing bracket states only
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- Include ROADMAP_GUARDRAILS.md unchanged
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- Package to <project folder>/tmp/DEBUG_SURFACES_NETWORK_SUPPORT_BUNDLE.zip
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- Docs only
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- Follow guardrails
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- Update roadmap brackets only

docs/dev/COMMIT_COMMENT.txt

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docs: bundle network support PLAN/BUILD/APPLY contracts for debug surfaces
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docs: bundle game integration PLAN/BUILD/APPLY contracts for debug surfaces

docs/dev/NEXT_COMMAND.txt

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Next:
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PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION
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CONVERGENCE_PHASE_BUNDLE
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Created a docs-only bundled pack for network support planning/build/apply contracts.
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Created docs-only PLAN/BUILD/APPLY bundle for debug surfaces game integration.
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- PLAN_PR_DEBUG_SURFACES_NETWORK_SUPPORT.md
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- BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT.md
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- APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT.md
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- PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION.md
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- BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION.md
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- APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION.md
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- docs/dev command + commit artifacts
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- docs/dev/reports summary/checklist/tree
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- BIG_PICTURE_ROADMAP.md bracket states only
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Scope enforced:
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- docs-first only
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- one purpose per document
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- summary-level + opt-in
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- transport/protocol specifics remain local
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- packet inspectors, auth/matchmaking, deep inspectors excluded
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Guardrails followed:
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- docs-only scope
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- one PR purpose per document
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- no structure/text edits in roadmap beyond bracket states
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- ROADMAP_GUARDRAILS.md retained unchanged

docs/dev/reports/file_tree.txt

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DEBUG_SURFACES_NETWORK_SUPPORT_BUNDLE.zip
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- docs/pr/PLAN_PR_DEBUG_SURFACES_NETWORK_SUPPORT.md
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- docs/pr/BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT.md
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- docs/pr/APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT.md
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DEBUG_SURFACES_GAME_INTEGRATION_BUNDLE.zip
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- docs/pr/PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION.md
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- docs/pr/BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION.md
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- docs/pr/APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION.md
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- docs/dev/BIG_PICTURE_ROADMAP.md
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- docs/dev/ROADMAP_GUARDRAILS.md
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- docs/dev/codex_commands.md
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Validation Checklist
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[x] PLAN/BUILD/APPLY docs are all present
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[x] One PR purpose per document is clear
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[x] Workflow PLAN -> BUILD -> APPLY is explicit in all docs
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[x] Shared network panel inventory is explicit
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[x] Shared network provider inventory is explicit
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[x] Optional shared network presets are explicit
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[x] Adapter boundaries are explicit
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[x] Adoption models are included
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[x] Naming conventions are included
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[x] Target structure is included
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[x] Transport/protocol adapters are outside shared layer
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[x] Protocol-specific implementation excluded
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[x] Packet inspector scope excluded
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[x] Auth/matchmaking tooling excluded
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[x] Deep inspector scope excluded
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[x] PLAN/BUILD/APPLY docs are present
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[x] One PR purpose per document is explicit
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[x] Docs-only scope maintained
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[x] PLAN -> BUILD -> APPLY workflow is explicit
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[x] Game-integration boundaries are defined
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[x] Env flag contract is defined
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[x] Lifecycle and rollback notes are defined
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[x] BIG_PICTURE_ROADMAP.md changed by bracket states only
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[x] ROADMAP_GUARDRAILS.md included unchanged
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[x] ROADMAP_GUARDRAILS.md left unchanged
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[x] Bundle contains docs-only artifacts
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# APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION
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## Purpose
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Apply the approved game-integration contract in one focused implementation step.
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## Workflow
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PLAN_PR -> BUILD_PR -> APPLY_PR
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## PR Purpose
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One PR purpose only: implement sample/game integration wiring for debug surfaces.
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## Apply Scope
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- apply integration in one selected sample/game entry file
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- respect debug environment flags
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- initialize and dispose debug surfaces via public APIs only
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- preserve gameplay/render loop behavior parity when debug disabled
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## Execution Order
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1. Add/normalize debug flags at sample entry.
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2. Wire debug surface init behind flags.
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3. Wire update/render calls in deterministic order.
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4. Ensure dispose/cleanup path.
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5. Validate enabled and disabled mode behavior.
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## Hard Rules
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- no engine-core changes unless absolutely required
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- no unrelated refactors
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- keep sample-specific wiring in sample layer
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- use existing debug surface public APIs only
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## Validation
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- syntax checks for touched files
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- sample run with debug disabled (parity check)
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- sample run with debug enabled (console/overlay functional)
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- input behavior remains scoped and stable
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# BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION
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## Purpose
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Build a docs-only, implementation-ready bundle for game integration of debug surfaces.
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## Workflow
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PLAN_PR -> BUILD_PR -> APPLY_PR
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## PR Purpose
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One PR purpose only: convert game-integration planning into apply-ready implementation guidance.
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## Build Scope
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- game/sample bootstrap wiring contract
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- environment flag contract
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- debug lifecycle contract
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- validation and rollback checklist
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## Authoritative Build Targets
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- one sample/game integration reference (minimal and reversible)
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- debug flag normalization (`debugEnabled`, `debugMode`)
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- clear enable/disable lifecycle hooks
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- no runtime behavior drift when disabled
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## Guardrails
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- docs-only
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- no engine-core modifications in BUILD docs
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- no unrelated tooling/feature expansion
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- keep integration sample-level first
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## Validation Targets
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- disabled mode parity with baseline behavior
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- enabled mode deterministic console/overlay lifecycle
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- controlled input toggles and cleanup
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## Rollback Strategy
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- remove integration wiring at sample entry only
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- keep debug shared modules intact
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- verify baseline parity after rollback
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## Next Command
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`APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION`
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# PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION
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## Objective
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Plan the first reusable game-integration layer for debug surfaces across sample/game entry points.
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## Workflow
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PLAN_PR -> BUILD_PR -> APPLY_PR
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## PR Purpose
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One PR purpose only: define game-integration planning contracts for debug surfaces.
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## Goals
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- Define safe integration points for one sample/game entry.
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- Define debug enablement policy by environment mode.
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- Define command/overlay lifecycle boundaries in game runtime.
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- Define rollout and rollback approach for production-safe integration.
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## In Scope
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- Integration seam at sample/game bootstrap level.
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- Feature flag contract (`debugEnabled`, `debugMode`).
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- Deterministic debug surface activation/deactivation behavior.
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- Validation strategy for enabled and disabled modes.
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## Out of Scope
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- Engine-core refactors.
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- Gameplay logic changes.
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- New debug features unrelated to integration.
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- Network/3D/deep-inspector expansion.
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## Integration Contract (Summary)
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- Debug surfaces are opt-in and disabled by default for production.
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- Integration occurs at game/sample entry composition only.
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- Console and overlay are initialized only when debug is enabled.
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- Existing gameplay/render loop remains unchanged when debug is disabled.
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## Environment Modes (v1)
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- `dev`: debug enabled by default
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- `qa`: debug enabled via explicit flag
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- `prod`: debug disabled by default
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## Validation Goals
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- No behavior regression when debug disabled.
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- Console and overlay lifecycle is deterministic when enabled.
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- Input bindings are debug-scoped and non-invasive.
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## Next Commands
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1. `BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION`
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2. `APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION`

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