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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@ -23,7 +23,7 @@ public sealed class LiveEntityOrdinaryPhysicsUpdaterTests
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var spatial = new GpuWorldState();
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spatial.AddLandblock(EmptyLandblock(0xA9B4FFFFu));
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spatial.AddLandblock(EmptyLandblock(0xAAB4FFFFu));
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var live = new LiveEntityRuntime(
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var live = LiveEntityRuntimeFixture.Create(
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spatial,
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
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LiveEntityRecord record = live.RegisterAndMaterializeProjection(
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@ -90,7 +90,7 @@ public sealed class LiveEntityOrdinaryPhysicsUpdaterTests
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{
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var spatial = new GpuWorldState();
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spatial.AddLandblock(EmptyLandblock(0xA9B4FFFFu));
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var live = new LiveEntityRuntime(
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var live = LiveEntityRuntimeFixture.Create(
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spatial,
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
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LiveEntityRecord record = live.RegisterAndMaterializeProjection(
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