refactor(runtime): extract local teleport and player mode
Move local teleport, player-mode, animation, shadow, and sealed-dungeon lifetimes out of GameWindow. Make player-mode entry transactional and isolate approach completions by controller lifetime and approach generation so stale callbacks cannot affect replacements. Co-authored-by: Codex <noreply@openai.com>
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29 changed files with 3311 additions and 1073 deletions
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@ -45,6 +45,7 @@ public sealed class PlayerModeAutoEntry
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private readonly Func<bool> _isPlayerEntityPresent;
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private readonly Func<bool> _isPlayerControllerReady;
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private readonly Func<bool> _isWorldReady;
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private readonly Func<bool> _isPlayerModeActive;
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private readonly Action _enterPlayerMode;
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private bool _armed;
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@ -76,13 +77,15 @@ public sealed class PlayerModeAutoEntry
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Func<bool> isPlayerEntityPresent,
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Func<bool> isPlayerControllerReady,
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Func<bool> isWorldReady,
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Action enterPlayerMode)
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Action enterPlayerMode,
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Func<bool>? isPlayerModeActive = null)
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{
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_isLiveInWorld = isLiveInWorld ?? throw new ArgumentNullException(nameof(isLiveInWorld));
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_isPlayerEntityPresent = isPlayerEntityPresent ?? throw new ArgumentNullException(nameof(isPlayerEntityPresent));
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_isPlayerControllerReady = isPlayerControllerReady ?? throw new ArgumentNullException(nameof(isPlayerControllerReady));
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_isWorldReady = isWorldReady ?? throw new ArgumentNullException(nameof(isWorldReady));
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_enterPlayerMode = enterPlayerMode ?? throw new ArgumentNullException(nameof(enterPlayerMode));
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_isPlayerModeActive = isPlayerModeActive ?? (() => false);
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}
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/// <summary>True iff <see cref="TryEnter"/> would still fire if the
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@ -112,6 +115,11 @@ public sealed class PlayerModeAutoEntry
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public bool TryEnter()
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{
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if (!_armed) return false;
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if (_isPlayerModeActive())
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{
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_armed = false;
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return false;
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}
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if (!_isLiveInWorld()) return false;
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if (!_isPlayerEntityPresent()) return false;
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if (!_isPlayerControllerReady()) return false;
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