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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@ -265,7 +265,7 @@ public class ToolbarControllerTests
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var useWithTarget = new List<(uint Source, uint Target)>();
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var interaction = new ItemInteractionController(
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repo,
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new InventoryTransactionState(repo),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
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new InteractionState(),
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playerGuid: () => player,
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sendUse: null,
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@ -332,7 +332,7 @@ public class ToolbarControllerTests
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var directPuts = new List<(uint Item, uint Container, int Placement)>();
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using var interaction = new ItemInteractionController(
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repo,
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new InventoryTransactionState(repo),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
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new InteractionState(),
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playerGuid: () => player,
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sendUse: null,
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@ -382,7 +382,7 @@ public class ToolbarControllerTests
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var messages = new List<string>();
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using var interaction = new ItemInteractionController(
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repo,
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new InventoryTransactionState(repo),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
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new InteractionState(),
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playerGuid: () => player,
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sendUse: null,
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@ -512,7 +512,7 @@ public class ToolbarControllerTests
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uint selected = item;
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var interaction = new ItemInteractionController(
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repo,
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new InventoryTransactionState(repo),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
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new InteractionState(),
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() => player,
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sendUse: uses.Add,
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@ -571,7 +571,7 @@ public class ToolbarControllerTests
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var selection = new SelectionState();
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using var interaction = new ItemInteractionController(
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repo,
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new InventoryTransactionState(repo),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
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new InteractionState(),
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() => player,
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sendUse: null,
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@ -637,7 +637,7 @@ public class ToolbarControllerTests
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var wields = new List<(uint Item, uint Location)>();
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using var interaction = new ItemInteractionController(
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repo,
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new InventoryTransactionState(repo),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
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new InteractionState(),
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() => player,
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sendUse: null,
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@ -804,7 +804,7 @@ public class ToolbarControllerTests
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var appraisals = new List<uint>();
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using var interaction = new ItemInteractionController(
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repo,
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new InventoryTransactionState(repo),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
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new InteractionState(),
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playerGuid: () => player,
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sendUse: null,
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@ -854,7 +854,7 @@ public class ToolbarControllerTests
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uint sentTarget = 0;
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var interaction = new ItemInteractionController(
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repo,
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new InventoryTransactionState(repo),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
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new InteractionState(),
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() => player,
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sendUse: null,
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@ -897,7 +897,7 @@ public class ToolbarControllerTests
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repo.MoveItem(item, pack, 0);
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var interaction = new ItemInteractionController(
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repo,
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new InventoryTransactionState(repo),
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new AcDream.Runtime.Gameplay.RuntimeInteractionTransactionState(new InventoryTransactionState(repo)),
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new InteractionState(),
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() => player,
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sendUse: null,
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