Build Game Inventory Use one typed, serializable item source of truth and make every transfer atomic. Define the item contract Model stable IDs, item definitions, ownership, stack limits, equipment compatibility, effects, rarity, presentation data, and migration version separately. Runtime UI must reference definitions by ID rather than duplicate stats or descriptions. Implement transfers as transactions For pickup, equip, unequip, swap, drag/drop, consume, and sell: 1. Validate source ownership and destination legality. 2. Compute the entire next inventory/equipment state. 3. Commit once or…