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[refactor] Break Application::getInstance() from GameHandler
Introduce `GameServices` struct — an explicit dependency bundle that `Application` populates and passes to `GameHandler` at construction time. Eliminates all 47 hidden `Application::getInstance()` calls in `src/game/*.cpp`, completing SOLID-D (dependency-inversion) cleanup. Changes: - New `include/game/game_services.hpp` — `struct GameServices` carrying pointers to `Renderer`, `AssetManager`, `ExpansionRegistry`, and two taxi-mount display IDs - `GameHandler(GameServices&)` replaces default constructor; exposes `services() const` accessor for domain handlers - `Application` holds `game::GameServices gameServices_`; populates it after all subsystems are created, then constructs `GameHandler` (fixes latent init-order bug: `GameHandler` was previously created before `AssetManager` / `ExpansionRegistry`) - `game_handler.cpp`: duplicate `isActiveExpansion` / `isClassicLikeExpansion` / `isPreWotlk` anonymous-namespace helpers removed; `game_utils.hpp` included instead - All domain handlers (`InventoryHandler`, `SpellHandler`, `MovementHandler`, `CombatHandler`, `QuestHandler`, `SocialHandler`, `WardenHandler`) replace `Application::getInstance().getXxx()` with `owner_.services().xxx`
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12 changed files with 92 additions and 68 deletions
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@ -3,6 +3,7 @@
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#include "core/window.hpp"
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#include "core/input.hpp"
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#include "game/character.hpp"
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#include "game/game_services.hpp"
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#include "pipeline/blp_loader.hpp"
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#include <memory>
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#include <string>
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@ -126,6 +127,7 @@ private:
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static Application* instance;
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game::GameServices gameServices_;
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std::unique_ptr<Window> window;
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std::unique_ptr<rendering::Renderer> renderer;
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std::unique_ptr<ui::UIManager> uiManager;
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