fix(runtime): restore interaction completion ownership
Preserve prepublication local motion completion, require the PartArray enter-world lifecycle port, and balance deferred Use busy ownership across dispatch and cancellation. Reconcile the completed GameWindow connected gates and add regression coverage. Co-authored-by: Codex <codex@openai.com>
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26 changed files with 675 additions and 68 deletions
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@ -6,8 +6,8 @@ All eight behavior-preserving App ownership slices and their automated closeout
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are complete. `GameWindow.cs` moved from the 2026-07-21 baseline of 15,723
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lines / 278 fields / 205 methods to a 1,622-line native
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composition/callback shell: 14,101 lines (89.7%) were removed without changing
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accepted gameplay or rendering behavior. Only the user's final connected
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visual matrix remains before the campaign is marked complete.
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accepted gameplay or rendering behavior. The user's final connected visual
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matrix passed 2026-07-23; the campaign is complete.
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| Slice | Ownership moved out | Closeout size |
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|---|---|---:|
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@ -209,12 +209,12 @@ review rule live in `docs/architecture/code-structure.md`.
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## Next work
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Run the final connected visual matrix: first login/radar; movement, mouse,
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resize, focus, and combat; shared inventory/skills/spellbook panel; outdoor,
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building, dungeon, portal, paperdoll, particle, and alpha presentation; then
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graceful close and fresh reconnect. After user confirmation, mark Checkpoint L
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and the campaign complete and resume M4. Full `GameEntity` aggregation remains
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a separate migration and must not be folded into the visual handoff.
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Resume M4 feature work through the extracted owners. The connected matrix
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passed first login/radar; movement, mouse, resize, focus, and combat; the shared
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inventory/skills/spellbook panel; outdoor, building, dungeon, recall/portal,
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paperdoll, and particle presentation; then graceful reconnect. Full
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`GameEntity` aggregation remains a separate migration and must not be folded
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into ordinary M4 work.
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## Do not retry
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