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.
This commit is contained in:
Erik 2026-07-22 11:59:33 +02:00
parent d09e246d3a
commit 8b8afeefa3
42 changed files with 4029 additions and 461 deletions

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@ -827,9 +827,13 @@ Current movement/collision ownership:
session generation into `LiveSessionController` plus its focused host and
routers; Slice 4 moved hydration, teardown, inbound authority, network
updates, and reusable motion-runtime policy over canonical
`LiveEntityRuntime`. Slice 5 landblock presentation is next. The reconciled
ledger and sequence live in `docs/architecture/code-structure.md`. This decision
does not reclassify the remaining L.2 conformance work or Track LH.
`LiveEntityRuntime`. Slices 57 complete landblock presentation and the
update/render frame graphs. Slice 8 checkpoints AE now own the native
callback shell, live-session composition, world environment, reversible
input/pointer lifetime, and physical framebuffer publication. Gameplay action
routing is the next checkpoint. The reconciled ledger and sequence live in
`docs/architecture/code-structure.md`. This decision does not reclassify the
remaining L.2 conformance work or Track LH.
Full `GameEntity` type aggregation remains a separate, higher-risk target after
the thin-`GameWindow` campaign. The current campaign reuses canonical