gen/shared storage - #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
This PR separates shared client data from the active game directory and unifies the transfer paths.
DataRootResolver chooses and pins a shared operating-system data root, with a game-local fallback. ClientStorage keeps the active projection and transaction state with the game while shared objects, generation records, caches, pack connections, and origin trust data use the resolved root. Overlay tombstones and their digest are stored with the client state.
Server generation storage now has explicit records, catalogues, commits, deltas, current state, and compaction. The store can measure and collect unreferenced objects, preserve patch-note history, and repair a missing current projection. Standalone servers use the same storage layout.
ProtocolFrameCodec provides one length and compression codec for blocking and Netty transfers. ProtocolPipeline installs the same Netty handlers for regular and holepunch connections. Downloads validate sizes and hashes, and trust data is keyed by connection origin instead of a raw IP address.
The client, standalone server, and update screens use the new roots and transfer code. Preload acquires selected objects without changing the active projection.
Coverage
The layer adds shared-storage, cache-collection, protocol, trust, standalone-server, and download tests.