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

@ -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,