acdream/src/AcDream.Runtime
Erik b298f99f91 refactor(runtime): own canonical action state
Move selection, combat, and interaction target mode under one Runtime owner; make plugins, retained UI, session routing, and typed runtime views borrow its exact children; and add failure-safe reset, instance isolation, source ownership, and normalized checkpoint coverage without changing retail ordering.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 10:44:09 +02:00
..
Entities harden(runtime): close canonical entity object lifetime 2026-07-26 07:13:42 +02:00
Gameplay refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
Session refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
AcDream.Runtime.csproj arch(runtime): establish presentation-independent boundary 2026-07-25 17:33:11 +02:00
GameRuntimeActionViews.cs refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
GameRuntimeClock.cs feat(runtime): define borrowed views commands and ordered events 2026-07-25 19:08:42 +02:00
GameRuntimeCommands.cs refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
GameRuntimeEvents.cs refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
GameRuntimeGameplayViews.cs refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
GameRuntimeViews.cs refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
RuntimeAssemblyMarker.cs arch(runtime): establish presentation-independent boundary 2026-07-25 17:33:11 +02:00
RuntimeGeneration.cs feat(runtime): define borrowed views commands and ordered events 2026-07-25 19:08:42 +02:00