Refactor/project cleanup - #19
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Single source of truth for the localhost socket address and the typed reload command, plus a shared non-panicking logger. Common dependencies are centralized in the workspace manifest.
Injection sits behind a per-OS trait with a typed error type, and a UI-agnostic core runs the injection on a worker thread so the front-ends never block.
A new egui layout with process cards and clear status states; the terminal UI is rebuilt on the shared core.
Logging, JVM monitoring, the command server, command dispatch and the client-library lifecycle each move into their own module.
Drop the per-type instance() singletons and their dead Arcs; the mapping is reached through free accessors instead of being threaded through every constructor.
Player, world and game mode are fetched lazily, so initialization no longer fails when no world is loaded.
Sharded caches remove lock contention on the render path, and a real panic in method lookup is fixed.
A dedicated registry type replaces the ad-hoc locked map shared across the UI and the tick loop.
OpenGL resolution and the frame hook move behind a per-OS module with Linux, Windows and a macOS stub.
Cover the IPC protocol, process discovery, the mapping helpers and the ESP projection math.
Boots a real JVM with a small Java fixture to exercise the reflected mapping path and the menu/in-world transitions.
An xtask command builds the project and injects into a running game; the injector gains headless list and inject modes.
Resolve the outstanding lint warnings and update the README and project docs to the current architecture.
The build workflow caches the Cargo registry and the target directory so unchanged dependencies are not rebuilt.
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