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:
Erik 2026-07-26 05:54:46 +02:00
parent d9bf4c4960
commit 5ef8b5371d
40 changed files with 712 additions and 170 deletions

View file

@ -185,7 +185,7 @@ public sealed class CurrentGameRuntimeAdapterTests
public Harness()
{
Identity = new LocalPlayerIdentityState();
Entities = new LiveEntityRuntime(
Entities = LiveEntityRuntimeFixture.Create(
new GpuWorldState(),
new NoopEntityResources());
Objects = new ClientObjectTable();