Shared client data root and one transfer protocol - #526
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Remove refresh from the wire protocol, share frame and pipeline handling, centralize generation publication and login state, and promote verified CAS objects through a target-local temporary file when storage roots use different filesystems.
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Summary
Client data moves out of the game directory, and the blocking and Netty transfer paths collapse into one protocol.
DataRootResolverpicks and pins a shared operating-system data root, with a game-local fallback. The active projection and transaction state stay with the game; shared objects, generation records, caches, pack connections, and origin trust data live under the resolved root. Overlay tombstones and their digest are stored with the client state.Server generation storage gets explicit records, catalogues, commits, deltas, current state, and compaction, and standalone servers use the same layout. The store can measure and collect unreferenced objects, keep patch-note history, and repair a missing current projection.
ProtocolFrameCodecis the one length and compression codec for both transfer paths, andProtocolPipelineinstalls the same Netty handlers on regular and holepunch connections. Downloads validate size and hash, and trust data is keyed by connection origin instead of a raw IP address.The client, the standalone server, and the update screens switch to the new roots and transfer code. Preload acquires the selected generation's objects without touching the active projection.
Tests
Shared storage, cache collection, protocol framing, trust, standalone server, and downloads.
Later layers
#533 replaced the server-side records, catalogues, and commits with the content journal. The data root split, the protocol codec, and the origin trust store survived.