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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@ -625,11 +625,12 @@ The accepted host order above is preserved as TS-53; it is not overclaimed as
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the exact retail `Client::UseTime` order. See the completed Slice 6 ledger and
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`memory/project_gamewindow_decomposition.md`.
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The render callback currently owns the GPU frame boundary and draw graph. Slice
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7 extracts that graph without changing its order: per-resource frame begins and
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render-thread uploads; world/PView and its two shared-alpha scopes; portal and
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paperdoll private viewports; retained gameplay UI; ImGui devtools; screenshot;
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then the GPU-flight close in `finally`. Both UI stacks coexist in the same frame.
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`GameWindow.OnRender` likewise owns only one handoff to the shipped
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`RenderFrameOrchestrator`. Its frozen graph begins per-resource frames and
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render-thread uploads; draws world/PView and its two shared-alpha scopes;
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renders portal and paperdoll private viewports, retained gameplay UI, ImGui
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devtools, and screenshots; then closes the GPU-flight transaction in
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`finally`. Both UI stacks coexist in the same frame.
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---
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@ -828,10 +829,11 @@ Current movement/collision ownership:
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routers; Slice 4 moved hydration, teardown, inbound authority, network
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updates, and reusable motion-runtime policy over canonical
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`LiveEntityRuntime`. Slices 5–7 complete landblock presentation and the
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update/render frame graphs. Slice 8 checkpoints A–E now own the native
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update/render frame graphs. Slice 8 checkpoints A–F now own the native
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callback shell, live-session composition, world environment, reversible
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input/pointer lifetime, and physical framebuffer publication. Gameplay action
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routing is the next checkpoint. The reconciled ledger and sequence live in
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input/pointer lifetime, physical framebuffer publication, the sole gameplay
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action-priority graph, typed commands, and the retained-root item-drop edge.
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Two-phase runtime settings is the next checkpoint. The reconciled ledger and sequence live in
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`docs/architecture/code-structure.md`. This decision does not reclassify the
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remaining L.2 conformance work or Track LH.
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