Adds the plugin-facing UI registration surface (Task 9, final D.2b task).
Plugins call host.Ui.AddMarkupPanel(path, binding) from Enable(); calls are
buffered in BufferedUiRegistry before the GL window opens, then drained into
UiHost.Root in GameWindow.OnLoad inside the RetailUi block after the first-
party vitals panel. Faulty plugin markup is isolated (try/catch per panel,
logged + skipped). IPluginHost.Ui added; AppPluginHost wired; StubHost in
Core.Tests updated; BufferedUiRegistryTests confirms drain-once semantics.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds WorldEntitySnapshot, IGameState, IEvents abstractions; WorldEvents
implements replay-on-subscribe with per-handler exception swallowing;
WorldGameState tracks entities; AppPluginHost exposes all three; stubs
wired in Program.cs to keep build green ahead of Task 9 live wiring.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Addresses code quality review of ed1c2d0:
- ILogger would collide with Microsoft.Extensions.Logging.ILogger and Serilog.ILogger
in any plugin file that imports both namespaces; renamed to IPluginLogger
- IAcDreamPlugin.Initialize now has an XML doc clarifying its lifecycle contract