refactor(app): compose session and player startup
Move streaming, live-session, hydration, local-player, combat, and teleport construction behind the typed Phase-7 boundary. Add exact-owner runtime bindings and focused spawn-claim classification so partial startup rolls back without retaining old session targets while preserving the accepted construction and frame dependencies. Co-authored-by: Codex <codex@openai.com>
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31 changed files with 1759 additions and 532 deletions
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@ -67,6 +67,22 @@ internal sealed class CombatAttackOperationsSlot : ICombatAttackOperations
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_owner = owner;
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}
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public IDisposable BindOwned(ICombatAttackOperations owner)
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{
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ArgumentNullException.ThrowIfNull(owner);
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if (_owner is not null)
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throw new InvalidOperationException(
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"Combat attack operations are already bound.");
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_owner = owner;
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return new Binding(this, owner);
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}
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private void Unbind(ICombatAttackOperations expected)
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{
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if (ReferenceEquals(_owner, expected))
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_owner = null;
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}
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public bool CanStartAttack() => _owner?.CanStartAttack() == true;
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public void PrepareAttackRequest() => _owner?.PrepareAttackRequest();
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public bool SendAttack(AttackHeight height, float power) =>
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@ -75,6 +91,23 @@ internal sealed class CombatAttackOperationsSlot : ICombatAttackOperations
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public bool IsDualWield => _owner?.IsDualWield == true;
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public bool PlayerReadyForAttack => _owner?.PlayerReadyForAttack == true;
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public bool AutoRepeatAttack => _owner?.AutoRepeatAttack == true;
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private sealed class Binding : IDisposable
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{
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private CombatAttackOperationsSlot? _slot;
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private readonly ICombatAttackOperations _expected;
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public Binding(
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CombatAttackOperationsSlot slot,
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ICombatAttackOperations expected)
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{
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_slot = slot;
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_expected = expected;
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}
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public void Dispose() =>
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Interlocked.Exchange(ref _slot, null)?.Unbind(_expected);
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}
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}
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/// <summary>
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