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replay.* mutates and reads replay/RTC state that the CPU thread consumes as it runs, and gpu.displaylist.disasm reads through the gpu pointer and emulated memory. Both did it straight from the WebSocket thread. Route through Core_RunOnCPUThread(), and fold the "is a game running" checks into the same trip rather than testing before it, where the answer could already be stale. Part of removing the WebSocket debugger's lifecycleLock. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9