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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@ -88,6 +88,7 @@ internal sealed record LiveShutdownRoots(
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RuntimeCharacterState Character,
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RuntimeCommunicationState Communication,
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RuntimeActionState Actions,
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RuntimeLocalPlayerMovementState Movement,
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RenderSceneShadowRuntime? RenderSceneShadow,
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LivePresentationRuntimeBindings? PresentationBindings,
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DeferredEntityEffectAdvanceSource EffectAdvance,
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@ -392,6 +393,9 @@ internal static class GameWindowShutdownManifest
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]),
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new ResourceShutdownStage("runtime entity/object stream",
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[
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Hard(
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"runtime local movement state",
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live.Movement.Dispose),
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Hard(
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"runtime action state",
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live.Actions.Dispose),
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