Reduce GameWindow.OnUpdate to one typed orchestration call and remove transitive window callbacks from teardown, liveness, teleport placement, live presentation, auto-entry, and entity packet routing. Preserve the frozen retail object/network order while making the production owner graph explicit and testable. |
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|---|---|---|
| .. | ||
| ILiveInWorldSource.cs | ||
| LiveEntitySessionController.cs | ||
| LiveSessionCommandRouter.cs | ||
| LiveSessionController.cs | ||
| LiveSessionEventRouter.cs | ||
| LiveSessionLifecycleHost.cs | ||
| LiveSessionResetManifest.cs | ||
| LiveSessionResetPlan.cs | ||