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

@ -15,7 +15,7 @@ public sealed class RuntimeGameplayOwnershipTests
var inventory = new RuntimeInventoryState(entities);
var character = new RuntimeCharacterState();
var communication = new RuntimeCommunicationState();
var actions = new RuntimeActionState();
var actions = new RuntimeActionState(inventory.Transactions);
inventory.Shortcuts.Changed += static () => { };
inventory.Shortcuts.Load([new ShortcutEntry(1, 2u, 3u)]);
inventory.ItemMana.OnQueryItemManaResponse(2u, 0.5f, true);
@ -114,7 +114,7 @@ public sealed class RuntimeGameplayOwnershipTests
var inventory = new RuntimeInventoryState(entities);
var character = new RuntimeCharacterState();
var communication = new RuntimeCommunicationState();
var actions = new RuntimeActionState();
var actions = new RuntimeActionState(inventory.Transactions);
inventory.ExternalContainers.RequestOpen(0x70000001u);
inventory.ExternalContainers.ApplyViewContents(0x70000001u);
@ -132,10 +132,10 @@ public sealed class RuntimeGameplayOwnershipTests
communication.Chat.OnSystemMessage("failure-isolated event", 0u);
Assert.Equal(1, communication.DispatchFailureCount);
actions.Dispose();
Assert.Throws<AggregateException>(inventory.Dispose);
Assert.Throws<AggregateException>(character.Dispose);
communication.Dispose();
actions.Dispose();
RuntimeGameplayOwnershipSnapshot retired =
RuntimeGameplayOwnership.Capture(