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

@ -41,6 +41,17 @@ internal sealed class DeferredLocalPlayerTeleportNetworkSink
throw new InvalidOperationException("The local teleport sink is already bound.");
}
public IDisposable BindOwned(ILocalPlayerTeleportNetworkSink inner)
{
Bind(inner);
return new Binding(this, inner);
}
private void Unbind(ILocalPlayerTeleportNetworkSink expected)
{
_ = Interlocked.CompareExchange(ref _inner, null, expected);
}
public void OnTeleportStarted(uint sequence) => Required().OnTeleportStarted(sequence);
public void OfferDestination(
@ -53,6 +64,23 @@ internal sealed class DeferredLocalPlayerTeleportNetworkSink
private ILocalPlayerTeleportNetworkSink Required() =>
_inner ?? throw new InvalidOperationException(
"The local teleport sink was used before composition completed.");
private sealed class Binding : IDisposable
{
private DeferredLocalPlayerTeleportNetworkSink? _owner;
private readonly ILocalPlayerTeleportNetworkSink _expected;
public Binding(
DeferredLocalPlayerTeleportNetworkSink owner,
ILocalPlayerTeleportNetworkSink expected)
{
_owner = owner;
_expected = expected;
}
public void Dispose() =>
Interlocked.Exchange(ref _owner, null)?.Unbind(_expected);
}
}
internal interface ILocalPlayerTeleportInputLifetime