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