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>
This commit is contained in:
Erik 2026-07-26 11:13:09 +02:00
parent be73bccf5a
commit f5f7b4177f
31 changed files with 1365 additions and 432 deletions

View file

@ -681,7 +681,7 @@ public sealed class CurrentGameRuntimeAdapterTests
EntityObjects);
Objects = EntityObjects.Objects;
Communication = new RuntimeCommunicationState();
Actions = new RuntimeActionState();
Actions = new RuntimeActionState(InventoryState.Transactions);
MovementInput = new DispatcherMovementInputSource();
GameplayInput = new GameplayInputFrameController(
dispatcher: null,
@ -701,7 +701,7 @@ public sealed class CurrentGameRuntimeAdapterTests
_items = new ItemInteractionController(
Objects,
InventoryState.Transactions,
Actions.Transactions,
Actions.Interaction,
() => PlayerGuid,
sendUse: null,
@ -766,11 +766,11 @@ public sealed class CurrentGameRuntimeAdapterTests
{
Runtime.Dispose();
Character.Dispose();
InventoryState.Dispose();
Communication.Dispose();
_session.Dispose();
_items.Dispose();
Actions.Dispose();
InventoryState.Dispose();
Entities.Clear();
}
}
@ -1149,7 +1149,7 @@ public sealed class CurrentGameRuntimeAdapterTests
}
private sealed class SelectionTransport(Func<bool> isInWorld)
: ISelectionInteractionTransport
: IRuntimeInteractionTransport
{
public bool IsInWorld => isInWorld();