refactor(runtime): own per-session physics simulation
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order. Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass. Co-authored-by: Codex <noreply@openai.com>
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@ -5,6 +5,7 @@ using AcDream.App.Physics;
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using AcDream.App.Rendering;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using AcDream.Runtime.Physics;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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