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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@ -4,8 +4,6 @@ using AcDream.App.Interaction;
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using AcDream.App.Net;
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using AcDream.App.Streaming;
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using AcDream.App.World;
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using AcDream.Core.Chat;
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using AcDream.Core.Selection;
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using AcDream.Runtime;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Gameplay;
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@ -40,10 +38,10 @@ internal sealed class CurrentGameRuntimeAdapter
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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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ILocalPlayerControllerSource playerController,
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WorldRevealCoordinator worldReveal,
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IGameRuntimeClock clock,
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SelectionState selectionState,
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SelectionInteractionController selection,
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GameplayInputFrameController gameplayInput,
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ILiveCombatModeCommand combat)
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@ -56,6 +54,7 @@ internal sealed class CurrentGameRuntimeAdapter
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inventory,
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character,
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communication,
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actions,
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playerController,
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worldReveal,
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clock);
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@ -73,7 +72,7 @@ internal sealed class CurrentGameRuntimeAdapter
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_view,
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inventory,
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character,
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selectionState,
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actions,
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selection,
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gameplayInput,
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combat,
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@ -89,6 +88,7 @@ internal sealed class CurrentGameRuntimeAdapter
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public IRuntimeCharacterView Character => _view.Character;
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public IRuntimeSocialView Social => _view.Social;
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public IRuntimeChatView Chat => _view.Chat;
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public IRuntimeActionView Actions => _view.Actions;
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public IRuntimeMovementView Movement => _view.Movement;
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public IRuntimePortalView Portal => _view.Portal;
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