refactor(runtime): own local movement and outbound cadence
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence. Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage. Co-authored-by: Codex <noreply@openai.com>
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36 changed files with 878 additions and 276 deletions
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@ -256,7 +256,8 @@ internal sealed class PlayerModeController :
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{
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var controller = new PlayerMovementController(
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_physics,
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playerRecord.ObjectClock);
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playerRecord.ObjectClock,
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PlayerMovementConstructionOptions.From(_skills.Snapshot));
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controller.ApplyPhysicsState(playerRecord.FinalPhysicsState);
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// Retail MovementManager::MakeMoveToManager @ 0x00524000 creates one
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