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

@ -41,9 +41,37 @@ internal sealed class DeferredLiveEntityParentAcceptance
throw new InvalidOperationException("Live parent acceptance is already bound.");
}
public IDisposable BindOwned(Func<ParentEvent.Parsed, bool> accept)
{
Bind(accept);
return new Binding(this, accept);
}
private void Unbind(Func<ParentEvent.Parsed, bool> expected)
{
_ = Interlocked.CompareExchange(ref _accept, null, expected);
}
public bool TryAccept(ParentEvent.Parsed update) =>
(_accept ?? throw new InvalidOperationException(
"Live parent acceptance must be bound before a session starts."))(update);
private sealed class Binding : IDisposable
{
private DeferredLiveEntityParentAcceptance? _owner;
private readonly Func<ParentEvent.Parsed, bool> _expected;
public Binding(
DeferredLiveEntityParentAcceptance owner,
Func<ParentEvent.Parsed, bool> expected)
{
_owner = owner;
_expected = expected;
}
public void Dispose() =>
Interlocked.Exchange(ref _owner, null)?.Unbind(_expected);
}
}
internal sealed class LiveEntityReadyPublisher : ILiveEntityReadyPublisher