refactor(runtime): own communication and social state
Construct chat history, negotiated channels, friends, squelch, and reply targets in one presentation-independent Runtime owner. Make live routing, retained UI, devtools, and current-runtime projections borrow the exact instances, preserve reconnect reset semantics, and publish failure-isolated reentrant-safe chat commits. Co-authored-by: Codex <codex@openai.com>
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19 changed files with 684 additions and 117 deletions
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@ -8,6 +8,7 @@ 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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using AcDream.Runtime.Session;
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using AcDream.UI.Abstractions;
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@ -36,7 +37,7 @@ internal sealed class CurrentGameRuntimeAdapter
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LocalPlayerIdentityState playerIdentity,
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LiveEntityRuntime entities,
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RuntimeEntityObjectLifetime entityObjects,
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ChatLog chat,
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RuntimeCommunicationState communication,
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ILocalPlayerControllerSource playerController,
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WorldRevealCoordinator worldReveal,
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IGameRuntimeClock clock,
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@ -50,7 +51,7 @@ internal sealed class CurrentGameRuntimeAdapter
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playerIdentity,
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entities,
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entityObjects,
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chat,
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communication,
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playerController,
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worldReveal,
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clock);
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@ -60,7 +61,7 @@ internal sealed class CurrentGameRuntimeAdapter
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_events = new CurrentGameRuntimeEventAdapter(
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_view,
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entityObjects,
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chat);
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communication);
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_commands = new CurrentGameRuntimeCommandAdapter(
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session,
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sessionHost,
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