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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3456dff038
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36 changed files with 878 additions and 276 deletions
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@ -30,7 +30,7 @@ public sealed class GameplayInputFrameControllerTests
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var combat = new FakeCombat(calls);
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var controller = new GameplayInputFrameController(
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dispatcher,
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new DispatcherMovementInputSource(),
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new DispatcherMovementInputSource(new RuntimeLocalPlayerMovementState()),
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mouseLook,
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combat);
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@ -45,7 +45,7 @@ public sealed class GameplayInputFrameControllerTests
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var calls = new List<string>();
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var controller = new GameplayInputFrameController(
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dispatcher: null,
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new DispatcherMovementInputSource(),
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new DispatcherMovementInputSource(new RuntimeLocalPlayerMovementState()),
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mouseLook: null,
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new FakeCombat(calls));
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@ -60,7 +60,7 @@ public sealed class GameplayInputFrameControllerTests
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var calls = new List<string>();
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var controller = new GameplayInputFrameController(
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dispatcher: null,
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new DispatcherMovementInputSource(),
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new DispatcherMovementInputSource(new RuntimeLocalPlayerMovementState()),
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mouseLook: null,
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new FakeCombat(calls, consumes: true));
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@ -76,7 +76,8 @@ public sealed class GameplayInputFrameControllerTests
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public void ResetSessionReleasesMouseLookAndAutorun()
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{
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var calls = new List<string>();
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var movement = new DispatcherMovementInputSource();
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var movement = new DispatcherMovementInputSource(
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new RuntimeLocalPlayerMovementState());
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movement.HandlePressedAction(InputAction.MovementRunLock);
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var mouseLook = new FakeMouseLook(calls);
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var controller = new GameplayInputFrameController(
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@ -98,7 +99,7 @@ public sealed class GameplayInputFrameControllerTests
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var mouseLook = new FakeMouseLook(calls, active: true, consumes: true);
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var controller = new GameplayInputFrameController(
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dispatcher: null,
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new DispatcherMovementInputSource(),
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new DispatcherMovementInputSource(new RuntimeLocalPlayerMovementState()),
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mouseLook,
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new FakeCombat(calls));
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