feat(runtime): Slice 5.3 — RuntimeInventoryState owns the vendor browse session
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The sole VendorState joins the J4.2 inventory owners: populated by the new 0x0062 ApproachVendor route (parse via VendorApproach, wire-to- domain mapping at the routing seam, silent-drop on malformed like every sibling), borrowed by both graphical and headless hosts, and torn down through the EXISTING ExternalContainer reset stage — session reset, portal-out, and logout all funnel through the one mechanism. Close is client-local per retail (nothing on the wire): a range watcher rides the existing per-advanced-frame publishMovement callback, using the vendor's own authored UseRadius (ACE's 0.6 m fallback when absent). The dormant ItemInteractionController ActiveVendorId seam is finally wired as a live delegate — real id while open, 0 the moment the session clears. AP-160 filed in this same commit: the watcher measures plain 3D center distance rather than retail's cylinder-gap, because Runtime has no per-NPC collision radius/height source; bounded sub-meter, client- local UI only. Twelve Runtime tests: populate/field mapping, vendor replacement, range clear + within-range retention, all three generation teardowns, the ActiveVendorId seam, malformed-event drop. Clean-room complete solution: 11,302 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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12 changed files with 835 additions and 9 deletions
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@ -409,7 +409,16 @@ public sealed class GameRuntime
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return new RuntimeLocalPlayerFrameController(
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host,
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input,
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() => _events.EmitMovement(MovementOwner.Snapshot));
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() =>
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{
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_events.EmitMovement(MovementOwner.Snapshot);
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// Slice 5.3: the local-player movement publish already fires
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// once per advanced frame for both graphical and no-window
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// hosts (RuntimeLocalPlayerFrameController.RunPostNetworkCommandPhase),
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// so the client-local vendor distance watcher piggybacks on
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// it instead of adding a second polling loop.
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RuntimeVendorRangeQuery.EnforceRange(this);
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});
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}
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public void ResetGeneration(
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