refactor(runtime): own magic and player state
Move the coupled Spellbook and LocalPlayerState into one Runtime-owned character graph, route content, live-session, retained UI, reset, and shutdown through that exact owner, and delete the duplicate desired-component snapshot from inventory state. Preserve synchronous retail update and reset ordering while adding independent-instance and retryable-failure coverage. Co-authored-by: Codex <codex@openai.com>
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16 changed files with 418 additions and 96 deletions
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@ -85,6 +85,7 @@ internal sealed record LiveShutdownRoots(
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LiveEntityRuntime? LiveEntities,
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RuntimeEntityObjectLifetime EntityObjects,
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RuntimeInventoryState Inventory,
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RuntimeCharacterState Character,
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RuntimeCommunicationState Communication,
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RenderSceneShadowRuntime? RenderSceneShadow,
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LivePresentationRuntimeBindings? PresentationBindings,
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@ -391,6 +392,9 @@ internal static class GameWindowShutdownManifest
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]),
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new ResourceShutdownStage("runtime entity/object stream",
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[
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Hard(
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"runtime character state",
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live.Character.Dispose),
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Hard(
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"runtime inventory state",
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live.Inventory.Dispose),
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