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Design Philosophy

The framework separates definitions, inventory storage, operation routing and presentation. This supports reusable item content and a project-specific gameplay layer without requiring widget code to own inventory state.

The intended model is server-authoritative: clients express intent and display replicated state. Stable SlotIDs let presentation follow an entry when array indices change. Fast Array serialization avoids sending a full list for every individual mutation.


Current Boundaries​

These are design goals, not automatic guarantees for every exposed call. Component interface methods can mutate locally without an authority guard; split/merge bypass some manager checks. No plugin RPC bridge or comprehensive permission system is supplied. The operation state machine does not implement general rollback.

The PDF describes no client prediction. Current UUW_InventoryFrame does implement visual remove/move prediction; this changes widgets, not authoritative component entries. A project still needs rejected-request recovery.

The framework is a foundation rather than a complete inventory game feature. Consume/equip effects, trade permission, world pickups, save persistence and per-instance item properties remain integration work. See Extensibility and Implementation Limits.