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>
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38 changed files with 711 additions and 93 deletions
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@ -87,6 +87,7 @@ internal sealed record LiveShutdownRoots(
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RuntimeInventoryState Inventory,
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RuntimeCharacterState Character,
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RuntimeCommunicationState Communication,
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RuntimeActionState Actions,
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RenderSceneShadowRuntime? RenderSceneShadow,
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LivePresentationRuntimeBindings? PresentationBindings,
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DeferredEntityEffectAdvanceSource EffectAdvance,
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@ -398,6 +399,9 @@ internal static class GameWindowShutdownManifest
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Hard(
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"runtime inventory state",
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live.Inventory.Dispose),
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Hard(
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"runtime action state",
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live.Actions.Dispose),
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Hard(
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"runtime entity/object lifetime",
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live.EntityObjects.Dispose),
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