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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@ -426,7 +426,7 @@ public sealed class LiveEntityPresentationControllerTests
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const uint pendingCell = 0x02020001u;
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var spatial = new GpuWorldState();
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var shadows = new ShadowObjectRegistry();
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var runtime = new LiveEntityRuntime(
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var runtime = LiveEntityRuntimeFixture.Create(
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spatial,
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
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runtime.RegisterLiveEntity(Fixture.Spawn(
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@ -487,7 +487,7 @@ public sealed class LiveEntityPresentationControllerTests
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const uint pendingCell = 0x02020001u;
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var spatial = new GpuWorldState();
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var shadows = new ShadowObjectRegistry();
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var runtime = new LiveEntityRuntime(
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var runtime = LiveEntityRuntimeFixture.Create(
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spatial,
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
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runtime.RegisterLiveEntity(Fixture.Spawn(
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@ -667,7 +667,7 @@ public sealed class LiveEntityPresentationControllerTests
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0x0101FFFFu,
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new LandBlock(),
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Array.Empty<WorldEntity>()));
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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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WorldSession.EntitySpawn spawn = Spawn(initialState);
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