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

@ -6,6 +6,44 @@ namespace AcDream.Runtime.Tests.Gameplay;
public sealed class RuntimeInventoryStateTests
{
[Fact]
public void ViewBorrowsTransactionShortcutAndManaOwners()
{
using var entities = new RuntimeEntityObjectLifetime();
using var inventory = new RuntimeInventoryState(entities);
inventory.Shortcuts.Replace(
[
new AcDream.Core.Items.ShortcutEntry(3, 0x80000001u, 0u),
new AcDream.Core.Items.ShortcutEntry(4, 0u, 42u),
]);
inventory.ItemMana.OnQueryItemManaResponse(
0x80000001u,
0.75f,
valid: true);
inventory.Transactions.IncrementBusyCount();
RuntimeInventoryStateSnapshot snapshot = inventory.View.Snapshot;
Assert.Equal(2, snapshot.ShortcutCount);
Assert.Equal(1, snapshot.ItemManaCount);
Assert.Equal(1, snapshot.BusyCount);
Assert.False(snapshot.CanBeginRequest);
Assert.True(inventory.View.TryGetShortcut(
3,
out RuntimeShortcutSnapshot itemShortcut));
Assert.Equal(
new RuntimeShortcutSnapshot(3, 0x80000001u, 0u),
itemShortcut);
Assert.True(inventory.View.TryGetShortcut(
4,
out RuntimeShortcutSnapshot spellShortcut));
Assert.Equal(new RuntimeShortcutSnapshot(4, 0u, 42u), spellShortcut);
Assert.True(inventory.View.TryGetItemMana(
itemShortcut.ObjectId,
out float fraction));
Assert.Equal(0.75f, fraction);
}
[Fact]
public void OwnsOneGameplayGraphOverExactEntityObjectTable()
{