refactor(runtime): own interaction transactions
Move use throttling, appraisal identity, queued interactions, and exact post-arrival pickup state beneath RuntimeActionState. Keep App as the picker, movement, transport, and retained-presentation adapter while preserving retail send and UseDone ordering. Add reset, disposal, GUID-reuse, callback-reentrancy, and transport-failure coverage. Co-authored-by: Codex <noreply@openai.com>
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31 changed files with 1365 additions and 432 deletions
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@ -1,22 +1,12 @@
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.App.Interaction;
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internal interface ISelectionInteractionTransport
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{
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bool IsInWorld { get; }
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bool TrySendUse(uint serverGuid, out uint sequence);
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bool TrySendPickup(
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uint itemGuid,
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uint destinationContainerId,
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int placement,
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out uint sequence);
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}
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internal sealed class WorldSessionSelectionInteractionTransport(
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Func<WorldSession?> session)
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: ISelectionInteractionTransport
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: IRuntimeInteractionTransport
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{
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private readonly Func<WorldSession?> _session = session
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?? throw new ArgumentNullException(nameof(session));
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