refactor(input): extract the gameplay frame
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24 changed files with 2433 additions and 559 deletions
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@ -20,7 +20,7 @@ never hidden behind a retry, delay, suppression flag, or reordered callback.
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`GameWindow` from `RetailLiveFrameCoordinator`.
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- [x] C — extract streaming-origin convergence, observer selection, dungeon
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collapse, streaming tick, and rescued-entity rebucketing.
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- [ ] D — extract dispatcher/raw-mouse/combat input sampling without changing
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- [x] D — extract dispatcher/raw-mouse/combat input sampling without changing
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movement-command or UI-capture semantics.
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- [ ] E — extract the complete local-player teleport owner and wire it between
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the existing post-network liveness and player-mode auto-entry phases.
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@ -61,6 +61,19 @@ and sealed/SeenOutside EnvCells, pending recenter, exact rescue rebucketing,
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GUID deletion, and session reset are pinned; all three corrected-diff reviews
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are clean. `GameWindow.cs` is now 8,569 raw lines.
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Checkpoint D moved semantic hold delivery, movement sampling, autorun,
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instant mouse-look, cursor capture, raw filtering/idle handling, and combat
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intent into `GameplayInputFrameController` and focused typed owners. Devtools
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keyboard capture pauses all gameplay movement without clearing the autorun
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latch; retained chat suppresses held keys while autorun continues. Every
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focus, teleport, camera/player-mode, reset, and shutdown boundary now releases
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mouse-look through one lifecycle path and clears stale RMB orbit state.
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Production combat requests, automatic hostile selection, UI-capture probes,
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and movement-truth diagnostics no longer retain callbacks into `GameWindow`.
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The 2,787-test App suite and complete 7,145-test Release suite pass (5
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fixture/environment skips); all three corrected-diff reviews are clean.
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`GameWindow.cs` is now 8,205 raw lines.
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## 1. Outcome and non-goals
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At slice exit, `GameWindow.OnUpdate` starts the profiler scope and delegates one
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