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>
This commit is contained in:
Erik 2026-07-26 09:48:51 +02:00
parent ce6fae7b38
commit 89e6b207f8
36 changed files with 1433 additions and 251 deletions

View file

@ -41,4 +41,41 @@ public class ShortcutStoreTests
store.SetItem(18, 1u); // no-op, no throw
store.Remove(-1); // no-op, no throw
}
[Fact]
public void RevisionObserversAndDisposalTrackTheOneCanonicalSlotMap()
{
var store = new ShortcutStore();
int observed = 0;
store.Changed += () => throw new InvalidOperationException("observer");
store.Changed += () => observed++;
store.Load([new ShortcutEntry(2, 0x5001u, 0u)]);
Assert.Equal(1, observed);
Assert.Equal(1, store.Revision);
Assert.Equal(1, store.DispatchFailureCount);
Assert.Equal(2, store.SubscriberCount);
Assert.Equal(1, store.Count);
store.Set(new ShortcutEntry(2, 0x5001u, 0u));
Assert.Equal(1, store.Revision);
Assert.Equal(1, observed);
store.Set(new ShortcutEntry(2, 0x5002u, 0u));
Assert.Equal(2, store.Revision);
Assert.Equal(2, observed);
store.Dispose();
store.Dispose();
Assert.True(store.IsDisposed);
Assert.Empty(store.Items);
Assert.Equal(0, store.SubscriberCount);
Assert.Equal(3, observed);
Assert.Equal(3, store.Revision);
Assert.Equal(3, store.DispatchFailureCount);
Assert.Throws<ObjectDisposedException>(
() => store.SetItem(1, 1u));
}
}