feat(runtime): define borrowed views commands and ordered events
Establish the J1 presentation-independent contract with instance-scoped clocks and generations, immutable borrowed views, typed generation-gated commands, normalized ordered diagnostics, and teardown acknowledgements. Route graphical startup plus press-time selection, movement, and combat through focused App adapters over the exact existing owners without adding a queue or mirrored world. Validated by the Release solution build, 13 Runtime tests, 3,838 App tests with three existing skips, and the complete 8,424-test Release suite with five existing skips. Co-authored-by: Codex <codex@openai.com>
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21 changed files with 2594 additions and 44 deletions
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@ -8,6 +8,7 @@ using AcDream.App.Rendering;
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using AcDream.App.Rendering.Scene;
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using AcDream.App.Rendering.Vfx;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.Runtime;
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using AcDream.App.Settings;
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using AcDream.App.Streaming;
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using AcDream.App.Update;
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@ -115,6 +116,7 @@ internal sealed record SessionPlayerResult(
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PlayerModeAutoEntry PlayerModeAutoEntry,
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LocalPlayerTeleportController LocalTeleport,
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LiveSessionHost SessionHost,
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CurrentGameRuntimeAdapter GameRuntime,
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GameplayInputActionRouter? GameplayActions,
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SessionPlayerRuntimeBindings RuntimeBindings);
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@ -864,6 +866,22 @@ internal sealed class SessionPlayerCompositionPhase
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bindings.Adopt(
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"live combat-mode commands",
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d.CombatModeCommands.BindOwned(combatCommand));
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var gameRuntime = new CurrentGameRuntimeAdapter(
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d.Options,
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liveSession,
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sessionHost,
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d.PlayerIdentity,
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live.LiveEntities,
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d.Objects,
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d.Chat,
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d.PlayerController,
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worldReveal,
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d.UpdateClock,
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d.Selection,
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live.SelectionInteractions,
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gameplayInput,
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combatCommand);
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bindings.Adopt("current game runtime adapter", gameRuntime);
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var nearbyDiagnostics = new NearbyWorldDiagnosticDumper(
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new RuntimeNearbyWorldDiagnosticSource(
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@ -903,13 +921,17 @@ internal sealed class SessionPlayerCompositionPhase
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playerMode),
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new ItemTargetModeCommands(interaction.ItemInteraction),
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new GameplayCameraModeCommands(host.CameraController),
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combatCommand,
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gameRuntime,
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gameRuntime.Combat,
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new GameplayWindowCommands(d.Window.Close));
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var targets = new RuntimeGameplayInputPriorityTargets(
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gameplayInput,
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pointer,
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interaction.RetainedUi?.Runtime,
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live.SelectionInteractions,
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gameRuntime,
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gameRuntime.Selection,
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gameRuntime.MovementCommands,
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commands);
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GameplayInputActionRouter gameplayActions =
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GameplayInputActionRouter.Create(
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@ -954,6 +976,7 @@ internal sealed class SessionPlayerCompositionPhase
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playerModeAutoEntry,
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teleportLease.Resource,
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sessionHost,
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gameRuntime,
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gameplayActionsLease?.Resource,
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bindings);
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_publication.PublishSessionPlayer(result);
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