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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@ -2,7 +2,6 @@ using AcDream.App.Combat;
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using AcDream.App.Input;
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using AcDream.App.Interaction;
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using AcDream.App.Net;
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using AcDream.Core.Selection;
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using AcDream.Core.Items;
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using AcDream.Runtime;
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using AcDream.Runtime.Gameplay;
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@ -34,7 +33,7 @@ internal sealed class CurrentGameRuntimeCommandAdapter
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private readonly CurrentGameRuntimeViewAdapter _view;
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private readonly RuntimeInventoryState _inventory;
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private readonly RuntimeCharacterState _character;
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private readonly SelectionState _selectionState;
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private readonly RuntimeActionState _actions;
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private readonly SelectionInteractionController _selection;
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private readonly GameplayInputFrameController _gameplayInput;
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private readonly ILiveCombatModeCommand _combat;
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@ -47,7 +46,7 @@ internal sealed class CurrentGameRuntimeCommandAdapter
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CurrentGameRuntimeViewAdapter view,
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RuntimeInventoryState inventory,
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RuntimeCharacterState character,
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SelectionState selectionState,
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RuntimeActionState actions,
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SelectionInteractionController selection,
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GameplayInputFrameController gameplayInput,
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ILiveCombatModeCommand combat,
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@ -59,8 +58,8 @@ internal sealed class CurrentGameRuntimeCommandAdapter
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_view = view ?? throw new ArgumentNullException(nameof(view));
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_inventory = inventory ?? throw new ArgumentNullException(nameof(inventory));
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_character = character ?? throw new ArgumentNullException(nameof(character));
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_selectionState = selectionState
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?? throw new ArgumentNullException(nameof(selectionState));
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_actions = actions
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?? throw new ArgumentNullException(nameof(actions));
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_selection = selection ?? throw new ArgumentNullException(nameof(selection));
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_gameplayInput = gameplayInput
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?? throw new ArgumentNullException(nameof(gameplayInput));
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@ -159,7 +158,7 @@ internal sealed class CurrentGameRuntimeCommandAdapter
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&& _selection.HandleInputAction(action)
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? RuntimeCommandStatus.Accepted
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: RuntimeCommandStatus.Unsupported;
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uint selected = _selectionState.SelectedObjectId ?? 0u;
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uint selected = _actions.Selection.SelectedObjectId ?? 0u;
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_events.EmitCommand(
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RuntimeCommandDomain.Selection,
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(int)command,
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