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>
This commit is contained in:
Erik 2026-07-26 09:12:30 +02:00
parent 9d0d9b07e0
commit dcb61efb5a
34 changed files with 2076 additions and 103 deletions

View file

@ -440,12 +440,8 @@ public sealed class GameWindow :
get => _localPlayerIdentity.ServerGuid;
set => _localPlayerIdentity.ServerGuid = value;
}
// Retail Default_CharacterOption (acclient.h:3434). PlayerDescription
// replaces this before any in-world drag can normally occur.
private readonly PlayerCharacterOptionsState _characterOptions = new();
private readonly AcDream.App.Physics.LocalPlayerShadowState _localPlayerShadow = new();
private readonly AcDream.App.Input.LocalPlayerSkillState _localPlayerSkills = new();
private readonly AcDream.App.Input.ViewportAspectState _viewportAspect = new();
private readonly FramebufferResizeController _framebufferResize;
private AcDream.App.Input.PlayerModeController? _playerModeController;
@ -1269,7 +1265,6 @@ public sealed class GameWindow :
_localPlayerIdentity,
_playerControllerSlot,
_localPlayerMode,
_characterOptions,
viewPlane => new SelectionCameraSource(
hostInputCamera.CameraController,
_window!,
@ -1387,10 +1382,8 @@ public sealed class GameWindow :
_liveWorldOrigin,
_renderRange,
_localPlayerShadow,
_localPlayerSkills,
_viewportAspect,
_playerApproachCompletions,
_characterOptions,
_runtimeInventory,
_pointerPosition,
_movementInput,