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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@ -782,7 +782,8 @@ public sealed class CurrentGameRuntimeAdapterTests
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CombatMode = new RecordingCombatModeOperations();
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_combatModeBinding =
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CombatModeOperations.BindOwned(CombatMode);
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MovementInput = new DispatcherMovementInputSource();
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MovementState = new RuntimeLocalPlayerMovementState();
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MovementInput = new DispatcherMovementInputSource(MovementState);
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GameplayInput = new GameplayInputFrameController(
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dispatcher: null,
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MovementInput,
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@ -832,11 +833,10 @@ public sealed class CurrentGameRuntimeAdapterTests
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Character,
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Communication,
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Actions,
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new LocalPlayerControllerSlot(),
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MovementState,
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WorldReveal,
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Clock,
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selectionController,
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GameplayInput);
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selectionController);
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}
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public RuntimeOptions Options { get; }
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@ -853,6 +853,7 @@ public sealed class CurrentGameRuntimeAdapterTests
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public RuntimeSpellCastOperationsSlot SpellCastOperations { get; }
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public RuntimeActionState Actions { get; }
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public SelectionState Selection => Actions.Selection;
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public RuntimeLocalPlayerMovementState MovementState { get; }
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public DispatcherMovementInputSource MovementInput { get; }
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public GameplayInputFrameController GameplayInput { get; }
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public RecordingCombatModeOperations CombatMode { get; }
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@ -874,6 +875,7 @@ public sealed class CurrentGameRuntimeAdapterTests
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Actions.Dispose();
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InventoryState.Dispose();
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Entities.Clear();
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MovementState.Dispose();
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}
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}
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