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
|
|
@ -396,7 +396,7 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
0x2021FFFFu,
|
||||
new DatReaderWriter.DBObjs.LandBlock(),
|
||||
Array.Empty<WorldEntity>()));
|
||||
var runtime = new LiveEntityRuntime(world, new NullResources());
|
||||
var runtime = LiveEntityRuntimeFixture.Create(world, new NullResources());
|
||||
runtime.RegisterLiveEntity(Spawn(guid, cell));
|
||||
WorldEntity entity = runtime.MaterializeLiveEntity(
|
||||
guid,
|
||||
|
|
@ -479,7 +479,7 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
destinationCell & 0xFFFF0000u | 0xFFFFu,
|
||||
new DatReaderWriter.DBObjs.LandBlock(),
|
||||
Array.Empty<WorldEntity>()));
|
||||
var runtime = new LiveEntityRuntime(world, new NullResources());
|
||||
var runtime = LiveEntityRuntimeFixture.Create(world, new NullResources());
|
||||
runtime.RegisterLiveEntity(Spawn(guid, sourceCell));
|
||||
WorldEntity entity = runtime.MaterializeLiveEntity(
|
||||
guid,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue