Losing window focus calls CameraPointerInputController.HandleFocusChanged
-> MouseLookController.EndForLifecycle -> PlayerMovementController
.EndMouseLook, and EnsurePublishedForRuntimeOperation throws when the
controller exists but is not yet published (mid-login) or already retired
(post-logout). A focus callback can land in either window, so a simple
alt-tab during the login stream took the whole process down with an
unhandled InvalidOperationException. Hit live during the Campaign A
listening-session launches.
EndAndRestoreCursor already guarded 'no controller'; publication state is
the finer-grained form of the same condition, so the guard is completed
with the new CanExecuteLiveMovement predicate (the exact lifecycle set
EnsurePublishedForRuntimeOperation accepts) rather than wrapping the call
in a catch. Cursor restore still runs unconditionally - presentation is
always safe. Published-controller behaviour is unchanged.
Also files issue #357: the login placement stall this session exposed
(reveal ready=True, player Place edge never executes, world never opens).
That one is NOT fixed here - full evidence chain, wire capture, and probe
output are in the issue. It is a placement-domain bug and blocks the
Campaign A listening gate.
Suite: green except the known load-dependent measurement flake
(RuntimeCollisionReportingStateTests allocation pin), which passes in
isolation.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order.
Move fly/chase publication, combat target tracking, and local player projection behind typed runtime owners. Preserve the inbound-created projection/reconcile barrier while removing GameWindow callbacks and duplicate shadow helpers.