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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@ -38,11 +38,10 @@ internal sealed class CurrentGameRuntimeAdapter
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RuntimeCharacterState character,
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RuntimeCommunicationState communication,
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RuntimeActionState actions,
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ILocalPlayerControllerSource playerController,
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RuntimeLocalPlayerMovementState movement,
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WorldRevealCoordinator worldReveal,
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IGameRuntimeClock clock,
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SelectionInteractionController selection,
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GameplayInputFrameController gameplayInput)
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SelectionInteractionController selection)
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{
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_view = new CurrentGameRuntimeViewAdapter(
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session,
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@ -53,7 +52,7 @@ internal sealed class CurrentGameRuntimeAdapter
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character,
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communication,
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actions,
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playerController,
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movement,
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worldReveal,
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clock);
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entityObjects.BindEventContext(
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@ -71,8 +70,8 @@ internal sealed class CurrentGameRuntimeAdapter
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inventory,
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character,
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actions,
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movement,
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selection,
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gameplayInput,
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_events);
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}
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