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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@ -151,7 +151,7 @@ public sealed class LiveEntityLightControllerTests
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0x0101FFFFu,
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new LandBlock(),
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Array.Empty<WorldEntity>()));
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Runtime = new LiveEntityRuntime(Spatial, new NoopResources(), _ => { });
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Runtime = LiveEntityRuntimeFixture.Create(Spatial, new NoopResources(), _ => { });
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Sink = new LightingHookSink(Lights, Poses);
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Controller = new LiveEntityLightController(
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Runtime,
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