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