fix(ui): bind radar to streamed world state
Resolve the live-entity spatial broadphase at snapshot time so retained UI construction cannot capture GameWindow's empty bootstrap GpuWorldState. Add a replacement-owner regression test covering the exact compass-without-blips failure. Co-authored-by: OpenAI Codex <codex@openai.com>
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5 changed files with 90 additions and 17 deletions
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@ -2264,7 +2264,7 @@ public sealed class GameWindow : IDisposable
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coordinatesOnRadar: () => _persistedGameplay.CoordinatesOnRadar,
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uiLocked: () => _persistedGameplay.LockUI,
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playerEntities: () => _entitiesByServerGuid,
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copySpatialCandidates: _worldState.CopyLiveEntitiesNearLandblock);
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spatialQuery: () => _worldState);
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var retailChatVm = new AcDream.UI.Abstractions.Panels.Chat.ChatVM(Chat, displayLimit: 200);
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_retailChatVm = retailChatVm;
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AcDream.App.UI.RetailUiPersistenceBindings? persistence = _settingsStore is null
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