refactor(runtime): cut graphical host over to canonical root
Make every App composition phase borrow one GameRuntime, retire the duplicate view/event adapters, and dispose the root only after its graphical borrowers release. This preserves synchronous UI commands while giving shutdown one exact ownership ledger. Co-authored-by: OpenAI Codex <codex@openai.com>
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29 changed files with 613 additions and 778 deletions
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@ -12,6 +12,7 @@ using AcDream.Core.Physics;
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using AcDream.Core.Rendering;
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using AcDream.Core.Spells;
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using AcDream.Core.Vfx;
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using AcDream.Runtime;
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using AcDream.Runtime.Gameplay;
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using DatReaderWriter;
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using Silk.NET.Input;
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@ -49,7 +50,7 @@ internal sealed record ContentEffectsAudioDependencies(
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ResidencyBudgetOptions ResidencyBudgets,
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PhysicsDataCache PhysicsDataCache,
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bool DumpMotionEnabled,
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RuntimeCharacterState Character,
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GameRuntime Runtime,
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AnimationHookRouter HookRouter,
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EntityEffectPoseRegistry EffectPoses,
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DeferredEntityEffectAdvanceSource EntityEffectAdvance,
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@ -57,7 +58,10 @@ internal sealed record ContentEffectsAudioDependencies(
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TranslucencyFadeManager TranslucencyFades,
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bool NoAudio,
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Action<string> Log,
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Action<string> Error);
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Action<string> Error)
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{
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public RuntimeCharacterState Character => Runtime.CharacterOwner;
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}
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internal interface IGameWindowContentEffectsAudioPublication
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{
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