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

@ -506,7 +506,9 @@ public sealed class StreamingFrameControllerTests
}
private static LiveEntityRuntime Runtime(GpuWorldState state) =>
new(state, new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
LiveEntityRuntimeFixture.Create(
state,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
private static LoadedLandblock EmptyLandblock(uint landblock) =>
new(landblock, new LandBlock(), Array.Empty<WorldEntity>());