refactor(runtime): own canonical action state

Move selection, combat, and interaction target mode under one Runtime owner; make plugins, retained UI, session routing, and typed runtime views borrow its exact children; and add failure-safe reset, instance isolation, source ownership, and normalized checkpoint coverage without changing retail ordering.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-26 10:44:09 +02:00
parent bb45afef33
commit b298f99f91
38 changed files with 711 additions and 93 deletions

View file

@ -31,10 +31,18 @@ var runtimeOptions = RuntimeOptions.FromEnvironment(datDir);
var worldGameState = new AcDream.Core.Plugins.WorldGameState();
var worldEvents = new AcDream.Core.Plugins.WorldEvents();
var selection = new AcDream.Core.Selection.SelectionState();
var uiRegistry = new AcDream.App.Plugins.BufferedUiRegistry();
using var window = new GameWindow(
runtimeOptions,
worldGameState,
worldEvents,
uiRegistry);
var host = new AppPluginHost(
new SerilogAdapter(Log.Logger), worldGameState, worldEvents, selection, uiRegistry);
new SerilogAdapter(Log.Logger),
worldGameState,
worldEvents,
window.Selection,
uiRegistry);
var pluginsDir = Path.Combine(AppContext.BaseDirectory, "plugins");
Log.Information("scanning plugins in {PluginsDir}", pluginsDir);
@ -67,8 +75,6 @@ try
catch (Exception ex) { Log.Error(ex, "plugin enable failed: {Id}", plugin.Manifest.Id); }
}
using var window = new GameWindow(
runtimeOptions, worldGameState, worldEvents, selection, uiRegistry);
window.Run();
}
finally