refactor(input): own gameplay action routing
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup. Co-authored-by: Codex <codex@openai.com>
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@ -27,12 +27,13 @@ What does NOT go here:
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## Current queue — 2026-07-22
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- **Active structural work:** `GameWindow` decomposition. Slices 1–7 are
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complete; Slice 8 checkpoints A–E now own native callbacks, live-session
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complete; Slice 8 checkpoints A–F now own native callbacks, live-session
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composition, world-environment state, reversible device input/raw pointer,
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and physical framebuffer publication outside the shell.
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physical framebuffer publication, gameplay action priority, typed commands,
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and the retained-root item-drop edge outside the shell.
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`GameWindow.OnUpdate` and `GameWindow.OnRender` are typed orchestration
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handoffs and the class is 4,266 lines / 194 fields / 65 methods. Remaining
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Slice 8 action-routing/settings/composition/shutdown
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handoffs and the class is 4,057 lines / 198 fields / 54 methods. Remaining
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Slice 8 settings/resource/composition/shutdown
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cleanup is active in
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[`docs/architecture/code-structure.md`](architecture/code-structure.md).
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This is the behavior-preserving prerequisite before new M4 feature bodies.
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