Dated source reference. Current release status: handoff state. Full original relative paths are in the developer archive.
Bounded plane scheduling
Version5 packages can declare more components than fit in one eight-plane, 32 MiB frame. The producer prioritizes current native draw work, then visible client overlays, then prepares inactive components in the remaining capacity. Package priority orders components within each category. A queued or observed draw is a scheduling hint; native omission still requires the complete current identity, content, freshness, generation, resource and successful-draw checks.
This prevents an inactive full-screen card from taking the last slot of a
requested manual graphic. If current native work alone exhausts the budget,
the overlay is withheld and reported in capacity_fallbacks. Components are
kept whole; no partial pixel plane or partial native claim is published.
Pause/replay, source readiness and dependency guards still apply before scheduling. Prioritizing an overlay does not extend its cue lifetime or make unavailable data visible. Earlier package versions retain their existing scheduling behavior. Capacity reports describe a particular publication; an accepted client cue does not itself prove that its pixels were displayed.
The previous candidate's original-rules acceptance exposed this defect after
flat-lineup composition became available outside its native draw window.
That stopped run remains preserved as p74-live-flat-original-75g; it is not
a completed-match pass. The scheduler correction needs its own combined
native-game acceptance.
The producer's plane_decisions records whether each replacement plane was
prepared or withheld in the current attempt, with separate reasons for source,
native context, scene data, native content, dependencies and capacity. A failed
facts or period mapping therefore remains distinguishable from plane_count
and pixel_budget. These diagnostics grant no native ownership.
publication_attempt associates that attempt with its source sequence and
whether publication committed. observed_frame_sequence is the transport
sequence read afterward. A failed publication can leave an earlier frame
active; its pixels must not be attributed to the failed attempt's diagnostics.
The game-thread observation writer may also wake the producer at a score, period, phase, pause/replay or identity edge. This event-only notification leaves the render thread's demand publication untouched. It neither predicts unobserved content nor changes context comparison, expiry or freshness rules.