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fix: update engine imports after moving to /src/engine
Migrate 268+ file references from /engine to /src/engine across and 128 across PR *.md files JavaScript, HTML, and documentation files. Add reusable PowerShell migration script. All tests passing.
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README.md

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@@ -24,6 +24,6 @@ This repository is a docs-first game/runtime workspace with a stable engine laye
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- `docs/archive/`: archived dev-ops notes and generated reports
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## Runtime Boundary Reminder
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- Engine code remains in `engine/`.
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- Engine code remains in `src/engine/`.
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- Advanced composable architecture remains in `src/advanced/`.
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- Tools/samples/games consume public contracts and should not bypass engine boundaries.

docs/architecture/README.md

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- `engine-scene-transitions.md`
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## Layer Model
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- `engine/`: stable foundational runtime systems
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- `src/engine/`: stable foundational runtime systems
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- `src/advanced/`: composable advanced architecture layer
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- `samples/`: usage demonstrations
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- `games/`: consumer implementations

docs/architecture/engine-api-boundary.md

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# Engine API Boundary
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## Boundary Rules
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- `engine/` must not depend on `src/advanced/`.
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- `src/engine/` must not depend on `src/advanced/`.
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- Advanced modules in `src/advanced/` must use public engine contracts only.
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- Samples, tools, and games must not patch engine internals for project-specific behavior unless explicitly approved in PR scope.
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## State Ownership
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- Authoritative advanced state belongs in `src/advanced/state/`.
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- Foundational reusable state/runtime primitives remain in `engine/`.
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- Foundational reusable state/runtime primitives remain in `src/engine/`.
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## Docs and Process Boundary
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- Architecture decisions are documented in `docs/architecture/` and `docs/pr/`.

docs/architecture/engine-render.md

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@@ -13,9 +13,9 @@ Scene -> Renderer -> CanvasRenderer -> CanvasRenderingContext2D
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## Core files
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- `engine/render/Renderer.js`
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- `engine/render/CanvasRenderer.js`
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- `engine/core/Engine.js`
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- `src/engine/render/Renderer.js`
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- `src/engine/render/CanvasRenderer.js`
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- `src/engine/core/Engine.js`
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## Responsibilities
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docs/architecture/engine-scene-transitions.md

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@@ -8,9 +8,9 @@ The transition layer exists to own scene handoff effects so that individual scen
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## Added files
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- `engine/scenes/SceneTransition.js`
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- `engine/scenes/TransitionScene.js`
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- `engine/scenes/index.js`
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- `src/engine/scenes/SceneTransition.js`
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- `src/engine/scenes/TransitionScene.js`
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- `src/engine/scenes/index.js`
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## Responsibilities
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docs/architecture/repo-operating-model.md

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- `docs/pr/` is the historical PR and architecture trail and must remain intact.
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## Layer Boundaries
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- `engine/` owns foundational reusable runtime systems.
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- `src/engine/` owns foundational reusable runtime systems.
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- `src/advanced/` owns composable higher-level architecture patterns.
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- `samples/` demonstrates usage patterns and should not become the source of reusable runtime logic.
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- `games/` consumes public contracts; it should not bypass engine boundaries.

docs/archive/dev-ops/DOC_CLEANUP_AND_UPDATE_AUDIT.md

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- `src/advanced/state/`
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- `docs/dev/reports/`
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- current purpose of `games/`, `tools/`, `samples/`
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- distinction between `engine/` and `src/advanced/`
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- distinction between `src/engine/` and `src/advanced/`
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### 4. `docs/getting-started.md`
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Update onboarding to current reality:
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### 6. `docs/architecture/README.md`
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Update to include the current layered model:
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- `engine/` = stable foundational systems
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- `src/engine/` = stable foundational systems
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- `src/advanced/` = composable optional architecture layer
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- `games/` = primary consumers
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- `tools/` = optional consumers
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- `samples/` = demonstration only
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### 7. `docs/architecture/engine-api-boundary.md`
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Update to explicitly state:
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- authoritative state belongs in `src/advanced/state/`, not `engine/state/`
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- authoritative state belongs in `src/advanced/state/`, not `src/engine/state/`
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- engine must not import advanced systems
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- reusable + foundational goes to `engine/`
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- reusable + foundational goes to `src/engine/`
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- reusable + composable goes to `src/advanced/`
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### 8. `docs/dev/README.md`

docs/archive/pr/legacy-pr-history/APPLY_PR_DEBUG_SURFACES_INSPECTORS.md

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- No runtime mutation APIs
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- No unrelated engine changes
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- No breaking sample behavior
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- Preserve engine/runtime separation
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- Preserve src/engine/runtime separation
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- Debug surfaces remain optional
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## Validation Requirements

docs/archive/pr/legacy-pr-history/APPLY_PR_DEBUG_SURFACES_NETWORK_PROMOTION.md

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- no combo-key behavior changes
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## Ordered Apply Sequence
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1. Add `engine/debug/network` shared modules (shared/provider/panel/command/bootstrap).
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2. Add read-only dashboard and diagnostics helpers under `engine/debug/network`.
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3. Export shared network layer through `engine/debug/index.js`.
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1. Add `src/engine/debug/network` shared modules (shared/provider/panel/command/bootstrap).
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2. Add read-only dashboard and diagnostics helpers under `src/engine/debug/network`.
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3. Export shared network layer through `src/engine/debug/index.js`.
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4. Rebind Sample A/B/C debug plugin factories through shared network bootstrap.
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5. Run targeted import and smoke checks.
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## Rollback
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If promotion causes regressions:
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- revert `engine/debug/network` additions
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- revert `src/engine/debug/network` additions
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- restore direct plugin object construction in sample debug plugin files
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- keep sample-level behavior as pre-promotion baseline

docs/archive/pr/legacy-pr-history/APPLY_PR_DEBUG_SURFACES_PROMOTION.md

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Apply the approved extraction/relocation plan for debug surfaces with no feature expansion and minimal engine-core changes.
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## Apply Scope
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- relocate proven reusable debug systems into `engine/debug`
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- relocate proven reusable debug systems into `src/engine/debug`
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- keep engine-core changes limited to debug contracts/hooks
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- preserve local ownership for sample-specific panels/providers/commands
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- preserve `MultiSystemDemoScene.js` as proving integration
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- no unrelated files or systems changed
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## Expected Outcome
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Debug surfaces are promoted out of `tools/dev` into shared `engine/debug` structure while engine-core remains minimal and local sample integrations stay local.
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Debug surfaces are promoted out of `tools/dev` into shared `src/engine/debug` structure while engine-core remains minimal and local sample integrations stay local.

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