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>
This commit is contained in:
Erik 2026-07-22 18:28:32 +02:00
parent 3573da12e1
commit 7771c07fb6
31 changed files with 1759 additions and 532 deletions

View file

@ -245,6 +245,20 @@ internal sealed class CameraPointerInputController
_gameplayFrame = gameplayFrame;
}
public IDisposable BindGameplayFrameOwned(
GameplayInputFrameController gameplayFrame)
{
ArgumentNullException.ThrowIfNull(gameplayFrame);
if (_gameplayFrame is not null)
{
throw new InvalidOperationException(
"The raw pointer owner already has a gameplay frame.");
}
_gameplayFrame = gameplayFrame;
return new GameplayFrameBinding(this, gameplayFrame);
}
public void UnbindGameplayFrame(GameplayInputFrameController gameplayFrame)
{
ArgumentNullException.ThrowIfNull(gameplayFrame);
@ -252,6 +266,24 @@ internal sealed class CameraPointerInputController
_gameplayFrame = null;
}
private sealed class GameplayFrameBinding : IDisposable
{
private CameraPointerInputController? _owner;
private readonly GameplayInputFrameController _expected;
public GameplayFrameBinding(
CameraPointerInputController owner,
GameplayInputFrameController expected)
{
_owner = owner;
_expected = expected;
}
public void Dispose() =>
Interlocked.Exchange(ref _owner, null)?
.UnbindGameplayFrame(_expected);
}
public void HandleFocusChanged(bool focused)
{
if (!focused)