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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@ -110,7 +110,7 @@ public sealed class DeferredLiveEntityRuntimeComponentLifecycleTests
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{
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const uint guid = 0x70000002u;
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var bridge = new DeferredLiveEntityRuntimeComponentLifecycle();
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var runtime = new LiveEntityRuntime(
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var runtime = LiveEntityRuntimeFixture.Create(
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new GpuWorldState(),
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }),
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bridge);
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@ -136,7 +136,7 @@ public sealed class DeferredLiveEntityRuntimeComponentLifecycleTests
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private static LiveEntityRecord CreateRecord()
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{
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var runtime = new LiveEntityRuntime(
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var runtime = LiveEntityRuntimeFixture.Create(
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new GpuWorldState(),
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
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return runtime.RegisterAndMaterializeProjection(
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