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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@ -44,7 +44,6 @@ public sealed record LiveCharacterSessionBindings(
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Action<int, int>? OnSkillsUpdated,
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Action<GameEvents.CharacterConfirmationRequest>? OnConfirmationRequest,
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Action<GameEvents.CharacterConfirmationDone>? OnConfirmationDone,
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Action<uint, uint>? OnCharacterOptions,
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Func<double>? ClientTime);
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public sealed record LiveSocialSessionBindings(
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@ -152,7 +151,13 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
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social.Chat,
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character.Character.LocalPlayer,
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social.TurbineChat,
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onSkillsUpdated: character.OnSkillsUpdated,
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onSkillsUpdated: (runSkill, jumpSkill) =>
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{
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character.Character.MovementSkills.Update(
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runSkill,
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jumpSkill);
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character.OnSkillsUpdated?.Invoke(runSkill, jumpSkill);
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},
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resolveSkillFormulaBonus: character.ResolveSkillFormulaBonus,
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onShortcuts: inventory.OnShortcuts,
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playerGuid: inventory.PlayerGuid,
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@ -164,7 +169,7 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
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friends: social.Friends,
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squelch: social.Squelch,
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onDesiredComponents: null,
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onCharacterOptions: character.OnCharacterOptions,
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onCharacterOptions: character.Character.Options.Replace,
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clientTime: character.ClientTime,
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externalContainers: inventory.ExternalContainers,
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accepting: IsAccepting));
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