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:
parent
d9bf4c4960
commit
5ef8b5371d
40 changed files with 712 additions and 170 deletions
|
|
@ -55,7 +55,7 @@ public sealed class EntityEffectControllerTests
|
|||
0x0101FFFFu,
|
||||
new LandBlock(),
|
||||
Array.Empty<WorldEntity>()));
|
||||
Runtime = new LiveEntityRuntime(
|
||||
Runtime = LiveEntityRuntimeFixture.Create(
|
||||
Spatial,
|
||||
new NoopResources(),
|
||||
record => _controller?.OnLiveEntityUnregistered(record));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue