refactor(runtime): own canonical entity and object lifetime

Introduce one presentation-free RuntimeEntityObjectLifetime for the exact entity directory and ClientObjectTable. Make GameWindow, graphical projections, retained UI, interaction, session routing, create/delete integration, and reset borrow that owner while preserving synchronous retail ordering, dormant retention, and retry semantics.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-26 05:54:46 +02:00
parent d9bf4c4960
commit 5ef8b5371d
40 changed files with 712 additions and 170 deletions

View file

@ -97,7 +97,7 @@ public sealed class CombatAttackTargetSourceTests
0x0101_FFFFu,
new LandBlock(),
Array.Empty<WorldEntity>()));
Runtime = new LiveEntityRuntime(spatial, new Resources());
Runtime = LiveEntityRuntimeFixture.Create(spatial, new Resources());
var identity = new LocalPlayerIdentityState { ServerGuid = Player };
Targets = new CombatAttackTargetSource(
Selection,