acdream/src/AcDream.Runtime
Erik d02a12ceac refactor(runtime): own magic and player state
Move the coupled Spellbook and LocalPlayerState into one Runtime-owned character graph, route content, live-session, retained UI, reset, and shutdown through that exact owner, and delete the duplicate desired-component snapshot from inventory state. Preserve synchronous retail update and reset ordering while adding independent-instance and retryable-failure coverage.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 08:39:02 +02:00
..
Entities harden(runtime): close canonical entity object lifetime 2026-07-26 07:13:42 +02:00
Gameplay refactor(runtime): own magic and player state 2026-07-26 08:39:02 +02:00
Session refactor(runtime): own magic and player state 2026-07-26 08:39:02 +02:00
AcDream.Runtime.csproj arch(runtime): establish presentation-independent boundary 2026-07-25 17:33:11 +02:00
GameRuntimeClock.cs feat(runtime): define borrowed views commands and ordered events 2026-07-25 19:08:42 +02:00
GameRuntimeCommands.cs feat(runtime): define borrowed views commands and ordered events 2026-07-25 19:08:42 +02:00
GameRuntimeEvents.cs refactor(runtime): publish canonical entity object deltas 2026-07-26 06:42:13 +02:00
GameRuntimeViews.cs refactor(runtime): publish canonical entity object deltas 2026-07-26 06:42:13 +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