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# Session 04: Renderer Lifecycle And Robustness

**Session ID**: `phase34-session04-renderer-lifecycle-and-robustness` **Status**: Not Started **Estimated Tasks**: \~12-25 **Estimated Duration**: 2-4 hours

***

## Objective

Harden AI Rogue renderer resource ownership and browser fallback paths without changing gameplay rules.

***

## Migrated Audit Source

* Former audit sessions: 2026-06-25 Sessions 07 Render And Performance and 11 Robustness Paths, with related asset/audio evidence from Session 08.
* Primary findings: AR-D4-001, AR-D4-003, AR-D7-001, and AR-D8-002.
* AR-D4-001 evidence: `syncSprites` creates missing sprites by descriptor id, hides inactive sprites, and does not destroy transient `feedback:*` descriptors during a mounted run after their combat events fall out of the bounded combat log. The baseline playthrough observed runs still active at the 4000-turn cap.
* AR-D4-003 evidence: `ResizeObserver` and window resize callbacks call the full resize/render path immediately with no RAF coalescing or debounce.
* AR-D7-001 evidence: renderer reduced-motion setup calls `window.matchMedia` directly and assumes `addEventListener`, unlike the more defensive input-mode subscription path.
* AR-D8-002 evidence: fallback claims for media-query failure, Pixi/WebGL setup failure, failed asset load, unavailable audio, failed decode, audio dispose, and blocked/quota storage are partly source-inspection based and need focused tests where feasible.
* Source details are preserved in `PRD_phase_34.md` Appendix A.

***

## Scope

### In Scope (MVP)

* Bound or destroy inactive transient Pixi feedback sprites during long mounted runs.
* Separate persistent world/HUD sprite ownership from transient descriptor families where needed.
* Harden reduced-motion media-query setup for throwing `matchMedia`, addListener-only query objects, and no-op cleanup.
* Coalesce resize work or add a tested bound for repeated resize/render calls.
* Add or improve fallback tests for Pixi/WebGL setup failure, failed asset loads, unavailable `AudioContext`, failed audio decode, and audio dispose where feasible.

### Out of Scope

* Renderer rewrite or large file split.
* New art assets, audio assets, or visual redesign.
* WebGPU, workers, or remote asset loading.

***

## Prerequisites

* [ ] Session 01 sprite/resource characterization exists or is added first.
* [ ] Existing route cleanup and canvas smoke tests are understood.

***

## Deliverables

1. Transient sprite retention fix for AR-D4-001.
2. Reduced-motion media-query robustness fix for AR-D7-001.
3. Resize/render work coalescing or bounded behavior for AR-D4-003.
4. Focused tests for changed renderer, media-query, audio, or setup fallback behavior.

***

## Success Criteria

* [ ] Long-run feedback descriptors cannot grow the mounted sprite pool without bound or cleanup.
* [ ] Reduced-motion probing cannot make the Play surface unavailable on older or locked-down browser surfaces.
* [ ] Resize storms do not trigger unbounded immediate full render work.
* [ ] Runtime cleanup remains reliable on route unmount.


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