refactor(input): own pointer and callback lifetime
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
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@ -827,9 +827,13 @@ Current movement/collision ownership:
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session generation into `LiveSessionController` plus its focused host and
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routers; Slice 4 moved hydration, teardown, inbound authority, network
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updates, and reusable motion-runtime policy over canonical
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`LiveEntityRuntime`. Slice 5 landblock presentation is next. The reconciled
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ledger and sequence live in `docs/architecture/code-structure.md`. This decision
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does not reclassify the remaining L.2 conformance work or Track LH.
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`LiveEntityRuntime`. Slices 5–7 complete landblock presentation and the
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update/render frame graphs. Slice 8 checkpoints A–E now own the native
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callback shell, live-session composition, world environment, reversible
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input/pointer lifetime, and physical framebuffer publication. Gameplay action
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routing is the next checkpoint. The reconciled ledger and sequence live in
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`docs/architecture/code-structure.md`. This decision does not reclassify the
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remaining L.2 conformance work or Track LH.
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Full `GameEntity` type aggregation remains a separate, higher-risk target after
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the thin-`GameWindow` campaign. The current campaign reuses canonical
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