feat(ui): centralize retail selection state
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30 changed files with 591 additions and 108 deletions
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@ -214,8 +214,9 @@ What `GameWindow` loses:
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`LiveSessionController`.
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- `_entitiesByServerGuid` + per-entity dictionaries + ServerGuid↔Id
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translation → moved into `LiveEntityRuntime`.
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- `WorldPicker` + `_selectedGuid` + `SendUse` / `SendPickUp` → moved
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into `SelectionInteractionController`.
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- `WorldPicker` + selection-driven `SendUse` / `SendPickUp` orchestration → moved
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into `SelectionInteractionController`; Core `SelectionState` remains the
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already-shipped session owner and is injected into that controller.
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- Per-frame draw orchestration → moved into `RenderFrameOrchestrator`.
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The eventual `GameEntity` aggregation (target state described in
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@ -289,7 +290,7 @@ All four M1 demo targets must still work.
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### Step 4 — `SelectionInteractionController`
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**Scope:** Extract `WorldPicker`, `_selectedGuid`, `SendUse`,
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**Scope:** Extract `WorldPicker`, the Core `SelectionState` consumers, `SendUse`,
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`SendPickUp`, and the `InputAction.Select*` / `UseSelected` /
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`SelectionPickUp` switch cases into one controller. Depends on Step 3
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(uses `LiveEntityRuntime`).
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