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