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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@ -508,7 +508,7 @@ public class InventoryControllerTests
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var appraisals = new List<uint>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -546,7 +546,7 @@ public class InventoryControllerTests
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objects.Get(0xA)!.Useability = 0x000A0008u;
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var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -716,7 +716,7 @@ public class InventoryControllerTests
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var pickups = new List<(uint item, uint container, int placement)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -762,7 +762,7 @@ public class InventoryControllerTests
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var eventOrder = new List<(string Kind, uint Item, ulong Token)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -815,7 +815,7 @@ public class InventoryControllerTests
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var eventOrder = new List<(string Kind, uint Item)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -874,7 +874,7 @@ public class InventoryControllerTests
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var messages = new List<string>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -944,7 +944,7 @@ public class InventoryControllerTests
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var messages = new List<string>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -1008,7 +1008,7 @@ public class InventoryControllerTests
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var merges = new List<(uint Source, uint Target, uint Amount)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -1069,7 +1069,7 @@ public class InventoryControllerTests
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var splits = new List<(uint Item, uint Container, uint Placement, uint Amount)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -1117,7 +1117,7 @@ public class InventoryControllerTests
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var puts = new List<(uint Item, uint Container, int Placement)>();
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -1158,7 +1158,7 @@ public class InventoryControllerTests
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SeedContained(objects, loot, chest, slot: 0, type: ItemType.Misc);
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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@ -1198,7 +1198,7 @@ public class InventoryControllerTests
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SeedContained(objects, loot, chest, slot: 0, type: ItemType.Misc);
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using var interaction = new ItemInteractionController(
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objects,
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new InventoryTransactionState(objects),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(objects)),
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new InteractionState(),
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playerGuid: () => Player,
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sendUse: null,
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