refactor(world): separate live lifetime from spatial buckets
Introduce LiveEntityRuntime as the canonical owner of each accepted server-object incarnation, stable local identity, timestamped state, parent relations, runtime components, and exactly-once teardown. Split logical registration from rebucketing so pending landblocks, equipment attachment, pickup re-entry, and GUID replacement reuse the same entity and effect owners. Keep canonical materialized and visible target/radar views distinct, preserve retail leave_world versus exit_world semantics, gate root simulation while cell-less, and track transitional pre-Create F754 owners through delete and session reset. Remove stale-spawn rehydration and make GpuWorldState spatial-only for live objects. Add lifecycle, generation, pending, unload, attachment, event-publication, local-ID, rollback, and effect-cleanup coverage; update architecture, milestones, memory, and the divergence register. Co-Authored-By: Codex <noreply@openai.com>
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@ -454,7 +454,7 @@ public sealed class StreamingController
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case LandblockStreamResult.Loaded loaded:
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_applyTerrain(loaded.Build, loaded.MeshData);
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_state.AddLandblock(loaded.Landblock);
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// #138: after the landblock is in _loaded (so AppendLiveEntity
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// #138: after the landblock is in _loaded (so live projection
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// hot-paths), restore any retained server objects ACE won't
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// re-send. Fired AFTER AddLandblock, never before.
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_onLandblockLoaded?.Invoke(loaded.Landblock.LandblockId);
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