EntityControlManager partial rewrite to do lazy updating
Auto commit patches once SE instance has been created
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@@ -260,7 +260,11 @@ namespace Torch
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GameStateChanged += (game, state) =>
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{
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if (state == TorchGameState.Created)
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{
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ObjectFactoryInitPatch.ForceRegisterAssemblies();
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// safe to commit here; all important static ctors have run
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PatchManager.CommitInternal();
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}
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};
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Debug.Assert(MyPerGameSettings.BasicGameInfo.GameVersion != null, "MyPerGameSettings.BasicGameInfo.GameVersion != null");
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@@ -292,6 +296,10 @@ namespace Torch
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Managers.GetManager<PluginManager>().LoadPlugins();
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Managers.Attach();
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_init = true;
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if (GameState >= TorchGameState.Created && GameState < TorchGameState.Unloading)
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// safe to commit here; all important static ctors have run
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PatchManager.CommitInternal();
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}
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private void OnSessionLoading()
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