[game] Make save and runtime lifetimes explicit - #342
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Keep live runtime object IDs separate from the authoritative IDs carried by a saved module graph. Restore saved references through a per-module translation registry, preserve runtime-created references through the live registry, and emit every snapshot reference through one object-based ID allocation context. This prevents detached record IDs and coincident runtime numbers from binding to the wrong object, covers structural module references and nested effect/action/event references, and retains deterministic snapshot allocation.
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Summary
This makes identity and runtime-lifetime boundaries explicit across module transitions and save restoration. Serialized object identity, Party roster identity, Area residency, runtime incarnation, and owned-object relationships are now represented independently instead of being inferred from numeric IDs, Tags, registry presence, or storage lifetime.
Save and module loading now separate fallible resource and structural preparation from irreversible session publication. Runtime objects and owned graphs publish only after their identity, construction, and ownership are coherent, while failed restoration retires partial state without exposing an invalid gameplay session.
Party continuation, object references, inventory/equipment ownership, Creature vitality, and K1/K2 save compatibility found during validation follow the same model. The lifecycle and failure contracts are documented in
doc/e-series-loader-lifecycle.md.Validation