refactor(runtime): expose canonical gameplay state
Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints. Co-authored-by: Codex <codex@openai.com>
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34 changed files with 2076 additions and 103 deletions
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@ -440,12 +440,8 @@ public sealed class GameWindow :
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get => _localPlayerIdentity.ServerGuid;
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set => _localPlayerIdentity.ServerGuid = value;
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}
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// Retail Default_CharacterOption (acclient.h:3434). PlayerDescription
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// replaces this before any in-world drag can normally occur.
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private readonly PlayerCharacterOptionsState _characterOptions = new();
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private readonly AcDream.App.Physics.LocalPlayerShadowState _localPlayerShadow = new();
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private readonly AcDream.App.Input.LocalPlayerSkillState _localPlayerSkills = new();
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private readonly AcDream.App.Input.ViewportAspectState _viewportAspect = new();
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private readonly FramebufferResizeController _framebufferResize;
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private AcDream.App.Input.PlayerModeController? _playerModeController;
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@ -1269,7 +1265,6 @@ public sealed class GameWindow :
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_localPlayerIdentity,
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_playerControllerSlot,
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_localPlayerMode,
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_characterOptions,
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viewPlane => new SelectionCameraSource(
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hostInputCamera.CameraController,
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_window!,
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@ -1387,10 +1382,8 @@ public sealed class GameWindow :
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_liveWorldOrigin,
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_renderRange,
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_localPlayerShadow,
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_localPlayerSkills,
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_viewportAspect,
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_playerApproachCompletions,
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_characterOptions,
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_runtimeInventory,
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_pointerPosition,
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_movementInput,
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