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>
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40 changed files with 712 additions and 170 deletions
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@ -210,7 +210,7 @@ public sealed class LiveSessionResetPlanTests
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landblock,
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new LandBlock(),
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new List<WorldEntity> { staticEntity }));
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var live = new LiveEntityRuntime(spatial, new FailingOnceResources());
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var live = LiveEntityRuntimeFixture.Create(spatial, new FailingOnceResources());
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WorldSession.EntitySpawn spawn = Spawn(playerA, 1, 1, 0x01010001u);
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live.RegisterLiveEntity(spawn);
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live.MaterializeLiveEntity(
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