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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@ -328,7 +328,7 @@ public sealed class LiveEntityLifecycleStressTests
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randomUnit: () => 0.5,
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canAdvanceOwner: ownerId => _effects?.CanAdvanceOwner(ownerId) ?? true);
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Runtime = new LiveEntityRuntime(
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Runtime = LiveEntityRuntimeFixture.Create(
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Spatial,
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new DelegateLiveEntityResourceLifecycle(
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entity =>
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@ -489,7 +489,7 @@ public sealed class LiveEntityLifecycleStressTests
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EntityEffectController? effects = null;
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LiveEntityPresentationController? presentation = null;
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RemoteTeleportController? teleport = null;
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Runtime = new LiveEntityRuntime(
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Runtime = LiveEntityRuntimeFixture.Create(
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Spatial,
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new DelegateLiveEntityResourceLifecycle(
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entity =>
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