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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tests/AcDream.App.Tests/GlobalUsings.cs
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tests/AcDream.App.Tests/GlobalUsings.cs
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global using AcDream.Runtime.Gameplay;
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global using LocalPlayerControllerSlot =
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AcDream.Runtime.Gameplay.RuntimeLocalPlayerMovementState;
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global using ILocalPlayerControllerSource =
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AcDream.Runtime.Gameplay.IRuntimeLocalPlayerControllerSource;
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global using ILocalPlayerMotionSource =
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AcDream.Runtime.Gameplay.IRuntimeLocalPlayerMotionSource;
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