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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@ -1457,7 +1457,7 @@ public sealed class ProjectileControllerTests
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{
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if (loadInitialLandblock)
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Spatial.AddLandblock(EmptyLandblock(0x0101FFFFu));
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Live = new LiveEntityRuntime(Spatial, Resources);
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Live = LiveEntityRuntimeFixture.Create(Spatial, Resources);
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Engine = physicsEngine ?? new PhysicsEngine();
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Origin.Recenter(1, 1);
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Controller = new ProjectileController(
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