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>
This commit is contained in:
Erik 2026-07-22 12:43:05 +02:00
parent 8b8afeefa3
commit 4eae9b4f5a
25 changed files with 2608 additions and 418 deletions

View file

@ -39,15 +39,17 @@ diagnostic owners preserve the accepted draw/failure graph. `GameWindow` is
campaign baseline. The full Release suite passes 7,341 tests / 5 skips; the
315.6-second capped/reconnect lifecycle gate and 395.2-second synchronized
nine-destination soak pass with graceful exits, and six stable PNG checkpoints
preserve Slice 6 presentation. Final Slice 8 checkpoints AE are complete:
preserve Slice 6 presentation. Final Slice 8 checkpoints AF are complete:
native callbacks and live-session composition now have explicit retryable
owners. Checkpoint D adds the sole world-environment owner for clock, DAT sky,
day group, weather, and AdminEnvirons state. Checkpoint E adds terminal,
transactional ownership for Silk/dispatcher/retained/devtools input, the raw
camera pointer, focus, and physical framebuffer size. Graceful live-session
retirement now precedes physical callback removal. `GameWindow` is 4,266 lines
/ 194 fields / 65 methods; 7,477 Release tests pass / 5 skip. Checkpoints FL
remain active. Issue #232 tracks process-residency variance in the soak without
retirement now precedes physical callback removal. Checkpoint F adds the sole
gameplay action-priority owner, typed combat/diagnostic/general commands, and a
reversible retained-root item-drop binding. `GameWindow` is 4,057 lines / 198
fields / 54 methods; 7,524 Release tests pass / 5 skip. Checkpoints GL remain
active. Issue #232 tracks process-residency variance in the soak without
loosening its leak threshold.
Carried: