refactor(runtime): close canonical gameplay ownership
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage. Co-authored-by: Codex <codex@openai.com>
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ce6fae7b38
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36 changed files with 1433 additions and 251 deletions
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@ -508,6 +508,7 @@ public class InventoryControllerTests
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var appraisals = new List<uint>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -544,6 +545,7 @@ public class InventoryControllerTests
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objects.Get(0xA)!.Useability = 0x000A0008u;
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var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -712,6 +714,7 @@ public class InventoryControllerTests
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var pickups = new List<(uint item, uint container, int placement)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -756,6 +759,7 @@ public class InventoryControllerTests
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var eventOrder = new List<(string Kind, uint Item, ulong Token)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -807,6 +811,7 @@ public class InventoryControllerTests
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var eventOrder = new List<(string Kind, uint Item)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -864,6 +869,7 @@ public class InventoryControllerTests
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var messages = new List<string>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -932,6 +938,7 @@ public class InventoryControllerTests
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var messages = new List<string>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -994,6 +1001,7 @@ public class InventoryControllerTests
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var merges = new List<(uint Source, uint Target, uint Amount)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -1053,6 +1061,7 @@ public class InventoryControllerTests
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var splits = new List<(uint Item, uint Container, uint Placement, uint Amount)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -1099,6 +1108,7 @@ public class InventoryControllerTests
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var puts = new List<(uint Item, uint Container, int Placement)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -1138,6 +1148,7 @@ public class InventoryControllerTests
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SeedContained(objects, loot, chest, slot: 0, type: ItemType.Misc);
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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@ -1176,6 +1187,7 @@ public class InventoryControllerTests
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SeedContained(objects, loot, chest, slot: 0, type: ItemType.Misc);
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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playerGuid: () => Player,
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sendUse: null,
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sendUseWithTarget: null,
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