refactor(runtime): publish canonical entity object deltas
Issue stable Runtime identities at canonical registration, publish entity and inventory commits through one generation-stamped synchronous stream, and make graphical adapters borrow the same direct views and events as a no-window host. Preserve exact projection teardown and retail mutation order while removing App-side event reconstruction. Make the hard-recenter ordering fixture independent of the production two-millisecond frame budget so its injected-failure gate is deterministic. Co-authored-by: Codex <codex@openai.com>
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23 changed files with 2352 additions and 666 deletions
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@ -5,9 +5,9 @@ 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.Items;
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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.Session;
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using AcDream.UI.Abstractions;
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@ -35,7 +35,7 @@ internal sealed class CurrentGameRuntimeAdapter
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ICommandBus commands,
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LocalPlayerIdentityState playerIdentity,
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LiveEntityRuntime entities,
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ClientObjectTable objects,
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RuntimeEntityObjectLifetime entityObjects,
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ChatLog chat,
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ILocalPlayerControllerSource playerController,
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WorldRevealCoordinator worldReveal,
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@ -49,17 +49,18 @@ internal sealed class CurrentGameRuntimeAdapter
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session,
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playerIdentity,
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entities,
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objects,
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entityObjects,
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chat,
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playerController,
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worldReveal,
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clock);
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entityObjects.BindEventContext(
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() => _view.Generation,
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() => clock.FrameNumber);
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_events = new CurrentGameRuntimeEventAdapter(
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_view,
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entities,
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objects,
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chat,
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clock);
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entityObjects,
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chat);
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_commands = new CurrentGameRuntimeCommandAdapter(
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session,
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sessionHost,
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