Clean up pass
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@@ -62,18 +62,13 @@ Those are later phases. Phase 3 is about making state and service coordination c
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## Current Coordination Shape
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`OpenGLComposite::renderEffect()` currently performs a lot of cross-subsystem coordination:
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`OpenGLComposite::renderEffect()` is now narrower, but it still owns the frame entrypoint:
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1. pumps `RuntimeUpdateController::ProcessRuntimeWork()`
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2. asks `RuntimeServices` to apply pending OSC updates
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3. asks `RuntimeServices` for completed OSC commits
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4. converts service read models into `RenderEngine::OscOverlayUpdate` and `OscOverlayCommitCompletion`
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5. applies those overlay changes to `RenderEngine`
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6. asks `RenderEngine` to resolve final render layer states
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7. queues OSC commit requests back into `RuntimeServices`
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8. asks `RenderEngine` to draw the layer stack
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2. asks `RuntimeServiceLiveBridge` to prepare live render layer states
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3. asks `RenderEngine` to draw the layer stack
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That works, but it keeps the current frame path responsible for service queue draining, live automation settlement, committed/live state selection, and final render-state composition. Phase 3 should turn that into explicit read models and event bridges.
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The bridge now owns service queue draining, live automation settlement, committed/live state selection, and OSC commit handoff. `RenderEngine` still owns snapshot cache selection and dynamic render-field refresh, which is the remaining boundary to clarify before Phase 4.
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## Target State Model
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@@ -132,9 +127,9 @@ Non-responsibilities:
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- disk persistence
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- OSC packet parsing
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### `RuntimeServiceEventBridge`
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### `RuntimeServiceLiveBridge`
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This may be a new class or a narrowing of `RuntimeUpdateController`/`RuntimeServices`.
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`RuntimeServiceLiveBridge` is the current source-local bridge between services, live state, and render-state preparation.
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Responsibilities:
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