Split Godot host presentation and input
This commit is contained in:
907
godot/GodotAdvHost.PresentationInput.cs
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907
godot/GodotAdvHost.PresentationInput.cs
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@@ -0,0 +1,907 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using Age.Engine.Hosting;
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using Age.Engine.Model;
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using Age.Engine.Sys4;
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using Age.Engine.Text;
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[Flags]
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public enum HostPresentationReason
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{
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None = 0,
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HostRequest = 1,
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ScreenTransition = 2,
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RetainedMutation = 4,
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ContinuousChannel = 8,
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DiscreteSourceCell = 16,
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}
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public readonly record struct BackbufferPublicationPolicy(
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bool PreserveExistingPixels,
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bool AppendGpuLayers);
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public sealed partial class GodotAdvHost
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{
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private readonly object _scriptContextLock = new();
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private readonly Stack<string> _scriptContexts = new();
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private readonly ScriptPresentationBarrier _presentationBarrier = new();
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private readonly AutoResetEvent _presentationRequestConsumed = new(false);
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private readonly AutoResetEvent _diagnosticMessageCompleted = new(false);
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private readonly AutoResetEvent _fullwidthTextEditCompleted = new(false);
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private readonly object _fullwidthTextEditLock = new();
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private FullwidthTextEditResult _fullwidthTextEditResult;
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private readonly bool _synchronizeExplicitPresentation;
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private long _explicitPresentationRequestGeneration;
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private long _consumedPresentationRequestGeneration;
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private readonly SemaphoreSlim _gate = new(0, 1);
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private readonly AutoResetEvent _inputCallbackSignal = new(false);
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private readonly System.Threading.AutoResetEvent _frameSignal = new(false);
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private volatile bool _stopping;
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private readonly object _messageSkipLock = new();
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private bool _scriptMessageSkipActive;
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private bool _physicalMessageSkipActive;
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private volatile bool _messageSkipActive;
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private volatile bool _advPagePresentationSuspended;
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private volatile bool _modalMovieWaiting;
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private volatile bool _modalMovieCancelled;
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private GfxState? _foregroundGfx;
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private volatile bool _foregroundTransitionWaitBypassed;
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private readonly object _screenTransitionLock = new();
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private readonly Dictionary<int, IReadOnlyList<RenderObject>> _renderTargetSnapshots = new();
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private readonly object _backbufferRangeLock = new();
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private GfxHandleRange _backbufferRange = GfxHandleRange.All;
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private bool _backbufferPublicationPreservesExistingPixels;
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private bool _backbufferClearPending;
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private LegacyScreenTransition? _screenTransition;
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public volatile bool IsWaiting;
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public volatile bool IsTransitionWaiting;
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public volatile bool IsSleeping;
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public bool IsModalMovieWaiting => _modalMovieWaiting;
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private int _presentRequested = 1;
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private long _transitionStartedAtMs = -1;
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public long TransitionStartedAtMs => System.Threading.Interlocked.Read(ref _transitionStartedAtMs);
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public void ShowDiagnosticMessage(DiagnosticMessage message)
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{
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if (_stopping) return;
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_timeline?.Event("diagnostic-message", new()
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{
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["caption"] = message.Caption,
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["text"] = message.Text,
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});
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_main.CallDeferred("ShowAgeDiagnostic", message.Text, message.Caption);
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while (!_stopping && !_diagnosticMessageCompleted.WaitOne(50)) { }
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}
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public void CompleteDiagnosticMessage() => _diagnosticMessageCompleted.Set();
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public FullwidthTextEditResult EditFullwidthString(FullwidthTextEditRequest request)
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{
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if (_stopping) return new(false, request.CurrentText);
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lock (_fullwidthTextEditLock)
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_fullwidthTextEditResult = new(false, request.CurrentText);
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_timeline?.Event("fullwidth-text-edit", new()
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{
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["current"] = request.CurrentText,
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["initial"] = request.InitialText,
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});
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_main.CallDeferred("ShowAgeFullwidthTextEditor", request.InitialText);
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while (!_stopping && !_fullwidthTextEditCompleted.WaitOne(50)) { }
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lock (_fullwidthTextEditLock) return _fullwidthTextEditResult;
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}
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public void CompleteFullwidthTextEdit(bool accepted, string text)
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{
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lock (_fullwidthTextEditLock)
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_fullwidthTextEditResult = new(accepted, text);
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_fullwidthTextEditCompleted.Set();
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}
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private string CurrentScene
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{
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get { lock (_scriptContextLock) return _scriptContexts.TryPeek(out var scene) ? scene : _rootScene; }
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}
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public void EnterScriptContext(string scriptName)
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{
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_presentationBarrier.EnterScript();
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string scene = System.IO.Path.GetFileNameWithoutExtension(scriptName).ToUpperInvariant();
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lock (_scriptContextLock) _scriptContexts.Push(scene);
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_timeline?.Event("script-context-enter", new() { ["scene"] = scene });
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}
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public void ExitScriptContext()
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{
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string? scene = null;
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lock (_scriptContextLock)
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if (_scriptContexts.TryPop(out var popped)) scene = popped;
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if (scene != null) _timeline?.Event("script-context-exit", new() { ["scene"] = scene });
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_presentationBarrier.ExitScript();
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}
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public bool TryEnterPresentation() => _presentationBarrier.TryEnterPresentation();
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public void ExitPresentation() => _presentationBarrier.ExitPresentation();
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private bool SuspendScriptForPresentation() => _presentationBarrier.SuspendScript();
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private void ResumeScriptAfterPresentation(bool suspended)
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=> _presentationBarrier.ResumeScript(suspended);
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private void RequestSynchronizedPresentation()
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{
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long requested = Interlocked.Increment(ref _explicitPresentationRequestGeneration);
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Interlocked.Exchange(ref _presentRequested, 1);
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if (!_synchronizeExplicitPresentation) return;
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while (Interlocked.Read(ref _consumedPresentationRequestGeneration) < requested && !_stopping)
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_presentationRequestConsumed.WaitOne(50);
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}
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public void PresentObjectRange(GfxState gfx, long firstHandle, long count)
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{
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if (gfx.CurrentRenderTargetSlot >= 0)
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{
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PublishObjectRangeToSurface(gfx, firstHandle, count);
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return;
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}
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lock (_backbufferRangeLock)
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{
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_backbufferRange = new GfxHandleRange(firstHandle, count);
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_backbufferPublicationPreservesExistingPixels = true;
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}
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_timeline?.Event("present-object-range", new() { ["first"] = firstHandle, ["count"] = count });
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// Native backbuffer 0x222 ends its D3D scene and calls Present before returning. Snapshot this
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// exact retained state before its callback can mutate or release the capture surface.
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bool scriptSuspended = SuspendScriptForPresentation();
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try
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{
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RequestSynchronizedPresentation();
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}
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finally
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{
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ResumeScriptAfterPresentation(scriptSuspended);
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}
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}
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public BackbufferPublicationPolicy SnapshotBackbufferObjects(
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GfxState gfx, long nowMs, List<RenderObject> snapshot)
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{
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gfx.SnapshotVisibleObjects(nowMs, snapshot);
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GfxHandleRange range;
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bool preserveExistingPixels;
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lock (_backbufferRangeLock)
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{
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range = _backbufferRange;
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preserveExistingPixels =
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_backbufferPublicationPreservesExistingPixels && !_backbufferClearPending;
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_backbufferClearPending = false;
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}
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int write = 0;
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for (int read = 0; read < snapshot.Count; read++)
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if (range.Contains(snapshot[read].Handle)) snapshot[write++] = snapshot[read];
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if (write < snapshot.Count) snapshot.RemoveRange(write, snapshot.Count - write);
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return ResolveBackbufferPublicationPolicy(
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preserveExistingPixels, range, snapshot.Count);
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}
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internal static BackbufferPublicationPolicy ResolveBackbufferPublicationPolicy(
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bool preserveExistingPixels, GfxHandleRange range, int visibleObjectCount)
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{
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// Native preservation is a pixel rule, not permission to retain an unbounded history of
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// Godot Sprite2D nodes. Partial ranges must overlay. A nonempty full redraw compacts the GPU
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// stage, while an empty full redraw leaves the preceding stage untouched.
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bool appendGpuLayers = preserveExistingPixels
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&& (range != GfxHandleRange.All || visibleObjectCount == 0);
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return new BackbufferPublicationPolicy(preserveExistingPixels, appendGpuLayers);
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}
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public volatile int Pages; // VM-thread page counter (incremented before IsWaiting so shot-gating can't race)
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public void WaitForInput() => WaitForInput(0);
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public void WaitForInput(int layoutSlot)
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=> WaitForInput(layoutSlot, static () => false, static () => default);
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public void WaitForInput(int layoutSlot, Func<bool> serviceInputCallback)
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=> WaitForInput(layoutSlot, serviceInputCallback, static () => default);
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public void WaitForInput(int layoutSlot, Func<bool> serviceInputCallback,
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Func<AdvAutoWaitState> autoWaitState)
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{
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Pages++;
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_locator.Wait(Pages);
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_main.CallDeferred("PageBreak");
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lock (_textLock)
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{
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_activeWaitLayout = layoutSlot == 0 ? _currentAdvLayout : layoutSlot;
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_waitIndicatorStartedMs = _clock.NowMs;
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_waitIndicatorEnabled = true;
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}
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IsWaiting = true;
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_timeline?.State("input-wait", new() { ["page"] = Pages });
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var autoTimer = new AdvAutoAdvanceTimer();
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bool autoAdvanced = false;
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bool messageSkipped = false;
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bool scriptSuspended = SuspendScriptForPresentation();
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try
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{
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// Publish the completed pre-wait burst once. Callback scripts temporarily reacquire the
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// write side below, so each hover/click update is likewise exposed only after it returns.
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RequestSynchronizedPresentation();
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while (!_stopping)
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{
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while (true)
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{
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bool markerWasEnabled;
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lock (_textLock) markerWasEnabled = _waitIndicatorEnabled;
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if (scriptSuspended) ResumeScriptAfterPresentation(true);
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bool keepServicing;
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try
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{
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keepServicing = serviceInputCallback();
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}
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finally
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{
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if (scriptSuspended && !SuspendScriptForPresentation())
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throw new InvalidOperationException("Input callback did not retain the script burst.");
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}
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// The native callback returns through the shared ADV redraw/wait path, whose op 0x72
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// re-arms a marker stopped by nested HISTORY. Our blocking host keeps the parent wait
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// parked, so restore that parent-owned state at the equivalent callback boundary.
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lock (_textLock)
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{
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if (markerWasEnabled && !_waitIndicatorEnabled)
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{
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_waitIndicatorEnabled = true;
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_waitIndicatorStartedMs = _clock.NowMs;
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}
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}
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if (!keepServicing) break;
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}
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if (_messageSkipActive)
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{
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messageSkipped = true;
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break;
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}
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if (autoTimer.Poll(autoWaitState(), _main.IsVoicePlaybackActive, _clock.NowMs))
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{
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autoAdvanced = true;
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break;
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}
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if (_gate.Wait(0)) break;
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WaitHandle.WaitAny(new[] { _gate.AvailableWaitHandle, _inputCallbackSignal, _frameSignal });
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if (_gate.Wait(0)) break;
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}
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}
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finally
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{
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ResumeScriptAfterPresentation(scriptSuspended);
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}
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IsWaiting = false;
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lock (_textLock) _waitIndicatorEnabled = false;
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Interlocked.Exchange(ref _presentRequested, 1);
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_timeline?.State("running", new()
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{
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["input"] = messageSkipped ? "message-skip" : autoAdvanced ? "auto" : "user",
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});
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lock (_textLock)
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{
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_advText = "";
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_advTextX = 100;
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_advTextY = 47;
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}
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_main.CallDeferred("ClearPage");
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}
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// Called from the main thread (click) or an auto-clicker. A transition click is consumed by
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// the foreground lifecycle; it never pre-arms or advances the following stable input wait.
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public void SignalInput()
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{
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if (_modalMovieWaiting)
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{
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_modalMovieCancelled = true;
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_timeline?.State("modal-movie-cancel", new());
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_frameSignal.Set();
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return;
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}
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if (IsTextRevealing)
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{
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lock (_textLock) _advTextForceComplete = true;
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_timeline?.State("text-reveal-forced-complete", new());
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_frameSignal.Set();
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return;
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}
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if (TryForceActiveTransition("advance")) return;
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if (IsWaiting && _gate.CurrentCount == 0) _gate.Release();
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}
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private bool TryForceActiveTransition(string source)
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{
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if (IsTransitionWaiting && _foregroundGfx != null)
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{
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bool accepted = _foregroundGfx.TryCompleteClickSkippableTimedPresentation(
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_clock.NowMs, out int completed);
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if (accepted)
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{
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_foregroundTransitionWaitBypassed = true;
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_timeline?.State("transition-skip-accepted", new()
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{
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["endpoints_completed"] = completed,
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["source"] = source,
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["wait_bypassed"] = true,
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});
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_frameSignal.Set();
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return true;
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}
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}
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if (IsTransitionWaiting)
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{
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lock (_screenTransitionLock)
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{
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if (_screenTransition != null)
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{
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_screenTransition.Forced = true;
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_timeline?.State("screen-transition-forced-complete", new()
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{
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["source"] = source,
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});
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_frameSignal.Set();
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return true;
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}
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}
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}
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return false;
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}
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public bool IsMessageSkipActive => _messageSkipActive;
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public void SetMessageSkipActive(bool active)
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=> SetMessageSkipChannel(active, physical: false);
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public void SetPhysicalMessageSkipActive(bool active)
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=> SetMessageSkipChannel(active, physical: true);
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private void SetMessageSkipChannel(bool active, bool physical)
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{
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bool effective;
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bool changed;
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(AudioPayload Audio, int PlaybackVariant)? queued = null;
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lock (_messageSkipLock)
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{
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if (physical) _physicalMessageSkipActive = active;
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else _scriptMessageSkipActive = active;
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effective = _scriptMessageSkipActive || _physicalMessageSkipActive;
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changed = effective != _messageSkipActive;
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_messageSkipActive = effective;
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if (changed && !effective)
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{
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queued = _queuedSkippedVoice;
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_queuedSkippedVoice = null;
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}
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}
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if (!changed) return;
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_timeline?.State("message-skip", new()
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{
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["enabled"] = effective,
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["source"] = physical ? "logical-action-6" : "script",
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});
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if (effective)
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{
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lock (_textLock) _advTextForceComplete = true;
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TryForceActiveTransition("message-skip");
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_frameSignal.Set();
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_inputCallbackSignal.Set();
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return;
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}
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if (queued != null) DispatchVoice(queued.Value.Audio, queued.Value.PlaybackVariant);
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}
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public void WakeInputCallbackService() => _inputCallbackSignal.Set();
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public bool IsAdvPagePresentationSuspended => _advPagePresentationSuspended;
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public void SetAdvPagePresentationSuspended(bool suspended)
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{
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_advPagePresentationSuspended = suspended;
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_timeline?.State(suspended ? "adv-page-suspended" : "adv-page-restored", new());
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}
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public void SetAdvPagePresentationSuspended(GfxState gfx, bool suspended)
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{
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lock (_textLock)
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{
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if (suspended)
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{
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int slot = IsWaiting && _activeWaitLayout != 0
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? _activeWaitLayout
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: _currentAdvLayout;
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if (_retainedTextLayouts.TryGetValue(
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slot, out RetainedAdvTextLayoutPresentation? presentation))
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presentation.ErasePublished(gfx);
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if (_retainedWaitIndicators.TryGetValue(
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slot, out RetainedAdvWaitIndicatorPresentation? indicator))
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indicator.Erase(gfx);
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if (_retainedTextLayouts.ContainsKey(slot)
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|| _retainedWaitIndicators.ContainsKey(slot))
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_suspendedRetainedTextLayoutSlot = slot;
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}
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else if (_suspendedRetainedTextLayoutSlot != 0)
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{
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if (_retainedTextLayouts.TryGetValue(
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_suspendedRetainedTextLayoutSlot,
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out RetainedAdvTextLayoutPresentation? presentation))
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presentation.Republish(gfx);
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if (_retainedWaitIndicators.TryGetValue(
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_suspendedRetainedTextLayoutSlot,
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out RetainedAdvWaitIndicatorPresentation? indicator))
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indicator.Republish(
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gfx,
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_clock.NowMs - _waitIndicatorStartedMs,
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IsWaiting
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&& _waitIndicatorEnabled
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&& _activeWaitLayout == _suspendedRetainedTextLayoutSlot);
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_suspendedRetainedTextLayoutSlot = 0;
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}
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}
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Interlocked.Exchange(ref _presentRequested, 1);
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SetAdvPagePresentationSuspended(suspended);
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}
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public void InputCallbackCompleted(GfxState gfx)
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{
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// Callback completion itself is not native graphics dirtiness. Any retained writes made by the
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// callback are published through GfxState's mutation generation; host-owned surface writes set
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// _presentRequested at their actual mutation sites. FIELD services a 50 ms hover callback even
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// while the pointer is idle, so an unconditional request here recreates its sleep-poll overdraw.
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}
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public long InputClockMilliseconds => _clock.NowMs;
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public void SetCursorResource(long resourceId)
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{
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var asset = _res.ResolveCursor(resourceId);
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if (asset == null) return;
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try
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{
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var cursor = _res.DecodeCursor(asset);
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_main.CallDeferred("SetAgeCursor", cursor.Image.Pixels, cursor.Image.Width, cursor.Image.Height,
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cursor.HotspotX, cursor.HotspotY);
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_timeline?.Event("cursor-set", new() { ["resource"] = resourceId, ["asset"] = asset.Name });
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}
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catch (Exception ex)
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{
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System.Console.Error.WriteLine($"cursor decode {asset.Name}: {ex.Message}");
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}
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}
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public void ClearCursorResource()
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{
|
||||
_main.CallDeferred("ClearAgeCursor");
|
||||
_timeline?.Event("cursor-clear", new());
|
||||
}
|
||||
|
||||
public void WaitForForegroundTransition(GfxState gfx)
|
||||
{
|
||||
_foregroundTransitionWaitBypassed = false;
|
||||
int started = gfx.StartForegroundTransitions(_clock.NowMs);
|
||||
bool hasActivePresentation =
|
||||
gfx.HasActiveTimedPresentation(_clock.NowMs) || HasActiveMoviePresentation();
|
||||
if (hasActivePresentation)
|
||||
{
|
||||
_foregroundGfx = gfx;
|
||||
System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, _clock.NowMs);
|
||||
IsTransitionWaiting = true;
|
||||
_timeline?.State("transition-start", new() { ["count"] = started });
|
||||
// Skip may already have been active before this service boundary. Native ADV script usually
|
||||
// selects 0x243+0x20c in that case, but applying it here also covers transition helpers that
|
||||
// enter run-state 0x400 without repeating the script-side query.
|
||||
if (_messageSkipActive) TryForceActiveTransition("message-skip");
|
||||
}
|
||||
bool scriptSuspended = SuspendScriptForPresentation();
|
||||
try
|
||||
{
|
||||
RequestSynchronizedPresentation();
|
||||
if (!hasActivePresentation) return;
|
||||
int lastBucket = -1;
|
||||
while (!_foregroundTransitionWaitBypassed
|
||||
&& (gfx.HasActiveTimedPresentation(_clock.NowMs) || HasActiveMoviePresentation())
|
||||
&& !_stopping)
|
||||
{
|
||||
var active = gfx.SnapshotForegroundTransitions(_clock.NowMs);
|
||||
int bucket = active.Count == 0 ? 100 : (int)System.Math.Floor(active[0].Progress * 10);
|
||||
if (bucket != lastBucket)
|
||||
{
|
||||
lastBucket = bucket;
|
||||
_timeline?.State("transition-progress", new()
|
||||
{
|
||||
["progress"] = active.Count == 0 ? 1.0 : active[0].Progress,
|
||||
["forced"] = active.Count != 0 && active[0].Forced,
|
||||
});
|
||||
}
|
||||
_frameSignal.WaitOne(50);
|
||||
}
|
||||
// Publish the natural terminal sample or the forced service-resume sample once before the
|
||||
// following script burst mutates/releases its retained inputs.
|
||||
RequestSynchronizedPresentation();
|
||||
}
|
||||
finally
|
||||
{
|
||||
ResumeScriptAfterPresentation(scriptSuspended);
|
||||
}
|
||||
IsTransitionWaiting = false;
|
||||
_foregroundTransitionWaitBypassed = false;
|
||||
System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, -1);
|
||||
_foregroundGfx = null;
|
||||
_timeline?.State("running", new() { ["transition_complete"] = true });
|
||||
}
|
||||
|
||||
public void PresentFrame(GfxState gfx)
|
||||
{
|
||||
if (gfx.CurrentRenderTargetSlot >= 0)
|
||||
{
|
||||
int slot = gfx.CurrentRenderTargetSlot;
|
||||
var snapshot = gfx.SnapshotVisibleObjects(_clock.NowMs);
|
||||
PublishObjectRangeToSurface(gfx, 0, long.MaxValue, snapshot);
|
||||
lock (_screenTransitionLock) _renderTargetSnapshots[slot] = snapshot;
|
||||
_timeline?.Event("render-target-snapshot", new()
|
||||
{
|
||||
["surface"] = slot, ["objects"] = snapshot.Count,
|
||||
});
|
||||
return;
|
||||
}
|
||||
lock (_backbufferRangeLock)
|
||||
{
|
||||
_backbufferRange = GfxHandleRange.All;
|
||||
// Native gfx_render_frame draws every visible retained object over the current target.
|
||||
// It does not clear first; backbuffer clearing is the separate explicit opcode 0x20e.
|
||||
_backbufferPublicationPreservesExistingPixels = true;
|
||||
}
|
||||
int started = gfx.StartForegroundTransitions(_clock.NowMs);
|
||||
int completed = gfx.CompleteForegroundTransitions(_clock.NowMs);
|
||||
if (started > 0 || completed > 0)
|
||||
_timeline?.State("transition-skip-complete", new()
|
||||
{
|
||||
["started"] = started, ["completed"] = completed,
|
||||
});
|
||||
bool scriptSuspended = SuspendScriptForPresentation();
|
||||
try
|
||||
{
|
||||
RequestSynchronizedPresentation();
|
||||
}
|
||||
finally
|
||||
{
|
||||
ResumeScriptAfterPresentation(scriptSuspended);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeSurfaceWithBlack(
|
||||
GfxState gfx, int surface, long intervalArgument, SurfaceBlackFadeDirection direction,
|
||||
bool forceEndpoint = false)
|
||||
{
|
||||
long start = _clock.NowMs;
|
||||
IReadOnlyList<RenderObject> captured;
|
||||
lock (_screenTransitionLock)
|
||||
captured = _renderTargetSnapshots.TryGetValue(surface, out var snapshot)
|
||||
? snapshot : System.Array.Empty<RenderObject>();
|
||||
|
||||
IReadOnlyList<RenderObject> black = System.Array.Empty<RenderObject>();
|
||||
IReadOnlyList<RenderObject> source =
|
||||
direction == SurfaceBlackFadeDirection.FromBlack ? black : captured;
|
||||
IReadOnlyList<RenderObject> target =
|
||||
direction == SurfaceBlackFadeDirection.FromBlack ? captured : black;
|
||||
RunLegacyScreenTransition(source, target, start, intervalArgument, forceEndpoint, new()
|
||||
{
|
||||
["kind"] = "surface-black-fade",
|
||||
["surface"] = surface,
|
||||
["direction"] = direction == SurfaceBlackFadeDirection.FromBlack
|
||||
? "from-black" : "to-black",
|
||||
});
|
||||
}
|
||||
|
||||
public void CrossfadeSurfaces(
|
||||
GfxState gfx, int sourceSurface, int targetSurface, long intervalArgument,
|
||||
bool forceEndpoint = false)
|
||||
{
|
||||
IReadOnlyList<RenderObject> source;
|
||||
IReadOnlyList<RenderObject> target;
|
||||
long start = _clock.NowMs;
|
||||
lock (_screenTransitionLock)
|
||||
{
|
||||
source = _renderTargetSnapshots.TryGetValue(sourceSurface, out var capturedSource)
|
||||
? capturedSource : System.Array.Empty<RenderObject>();
|
||||
target = _renderTargetSnapshots.TryGetValue(targetSurface, out var capturedTarget)
|
||||
? capturedTarget : gfx.SnapshotVisibleObjects(start);
|
||||
}
|
||||
RunLegacyScreenTransition(source, target, start, intervalArgument, forceEndpoint, new()
|
||||
{
|
||||
["kind"] = "surface-crossfade",
|
||||
["source"] = sourceSurface,
|
||||
["target"] = targetSurface,
|
||||
});
|
||||
}
|
||||
|
||||
// The native 0x21/0x22/0x25 family advances an 8-bit alpha accumulator. Values <=64 use
|
||||
// the operand as the timer interval and step alpha by sixteen; larger values divide the
|
||||
// interval by sixteen and step alpha by one. This reproduces its blocking wall-clock duration.
|
||||
private void RunLegacyScreenTransition(
|
||||
IReadOnlyList<RenderObject> source, IReadOnlyList<RenderObject> target,
|
||||
long start, long intervalArgument, bool forceEndpoint,
|
||||
Dictionary<string, object?> timelineDetail)
|
||||
{
|
||||
long duration = LegacyScreenTransitionTiming.DurationMilliseconds(intervalArgument);
|
||||
lock (_screenTransitionLock)
|
||||
_screenTransition = new LegacyScreenTransition(source, target, start, duration)
|
||||
{
|
||||
Forced = forceEndpoint,
|
||||
};
|
||||
_foregroundGfx = null;
|
||||
System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, start);
|
||||
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
|
||||
IsTransitionWaiting = true;
|
||||
timelineDetail["interval_argument"] = intervalArgument;
|
||||
timelineDetail["duration_ms"] = duration;
|
||||
timelineDetail["source_objects"] = source.Count;
|
||||
timelineDetail["target_objects"] = target.Count;
|
||||
timelineDetail["forced"] = forceEndpoint;
|
||||
_timeline?.State("screen-transition-start", timelineDetail);
|
||||
bool scriptSuspended = SuspendScriptForPresentation();
|
||||
try
|
||||
{
|
||||
RequestSynchronizedPresentation();
|
||||
while (!_stopping)
|
||||
{
|
||||
bool complete;
|
||||
lock (_screenTransitionLock)
|
||||
complete = _screenTransition == null || _screenTransition.Forced
|
||||
|| _clock.NowMs - start >= duration;
|
||||
if (complete) break;
|
||||
_frameSignal.WaitOne(50);
|
||||
}
|
||||
// Publish the exact target endpoint before the following surface releases/root reload.
|
||||
lock (_screenTransitionLock)
|
||||
if (_screenTransition != null) _screenTransition.Forced = true;
|
||||
RequestSynchronizedPresentation();
|
||||
// Do not let the VM release both source surfaces (or immediately reload SYSTEM4) until the
|
||||
// main thread has actually published the terminal target frame.
|
||||
while (!_stopping)
|
||||
{
|
||||
lock (_screenTransitionLock)
|
||||
if (_screenTransition == null) break;
|
||||
_frameSignal.WaitOne(50);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
ResumeScriptAfterPresentation(scriptSuspended);
|
||||
}
|
||||
IsTransitionWaiting = false;
|
||||
System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, -1);
|
||||
_timeline?.State("running", new() { ["screen_transition_complete"] = true });
|
||||
}
|
||||
|
||||
public bool TrySnapshotScreenTransition(out LegacyScreenTransitionSnapshot snapshot)
|
||||
{
|
||||
lock (_screenTransitionLock)
|
||||
{
|
||||
if (_screenTransition == null)
|
||||
{
|
||||
snapshot = default;
|
||||
return false;
|
||||
}
|
||||
double progress = _screenTransition.Forced ? 1.0
|
||||
: System.Math.Clamp((_clock.NowMs - _screenTransition.StartMs)
|
||||
/ (double)_screenTransition.DurationMs, 0.0, 1.0);
|
||||
snapshot = new LegacyScreenTransitionSnapshot(
|
||||
_screenTransition.Source, _screenTransition.Target, progress);
|
||||
if (_screenTransition.Forced) _screenTransition = null;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Native retained-object writes are not front-buffer writes. Publish explicit/service-boundary dirtiness
|
||||
// once, then continue only while the sampled retained scene can actually change. The wait atlas advances
|
||||
// its ordinary retained source cell here so it contributes only when the frame actually changes.
|
||||
public HostPresentationReason ConsumePresentationReasons(GfxState gfx)
|
||||
{
|
||||
UpdateRetainedWaitIndicator(gfx);
|
||||
bool screenTransitionActive;
|
||||
lock (_screenTransitionLock) screenTransitionActive = _screenTransition != null;
|
||||
var reasons = HostPresentationReason.None;
|
||||
if (System.Threading.Interlocked.Exchange(ref _presentRequested, 0) != 0)
|
||||
{
|
||||
reasons |= HostPresentationReason.HostRequest;
|
||||
long requested = Interlocked.Read(ref _explicitPresentationRequestGeneration);
|
||||
Interlocked.Exchange(ref _consumedPresentationRequestGeneration, requested);
|
||||
_presentationRequestConsumed.Set();
|
||||
}
|
||||
if (screenTransitionActive) reasons |= HostPresentationReason.ScreenTransition;
|
||||
GfxPresentationReason gfxReasons = gfx.ConsumePresentationReasons(_clock.NowMs);
|
||||
if ((gfxReasons & GfxPresentationReason.RetainedMutation) != 0)
|
||||
reasons |= HostPresentationReason.RetainedMutation;
|
||||
if ((gfxReasons & GfxPresentationReason.ContinuousChannel) != 0)
|
||||
reasons |= HostPresentationReason.ContinuousChannel;
|
||||
if ((gfxReasons & GfxPresentationReason.DiscreteSourceCell) != 0)
|
||||
reasons |= HostPresentationReason.DiscreteSourceCell;
|
||||
return reasons;
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
_stopping = true;
|
||||
_main.CallDeferred("ClearAgeCursor");
|
||||
lock (_textLock) _advTextForceComplete = true;
|
||||
if (_gate.CurrentCount == 0) _gate.Release();
|
||||
_inputCallbackSignal.Set();
|
||||
_frameSignal.Set();
|
||||
_diagnosticMessageCompleted.Set();
|
||||
_fullwidthTextEditCompleted.Set();
|
||||
}
|
||||
|
||||
public void ResetSceneContext()
|
||||
{
|
||||
// scene_context_init_reset releases ordinary surface/movie bindings but keeps decoded asset
|
||||
// caches and process-owned audio/configuration available to the reloaded SYSTEM4 root.
|
||||
ReleaseSurfaceRange(0, 1000);
|
||||
lock (_backbufferRangeLock)
|
||||
{
|
||||
_backbufferRange = GfxHandleRange.All;
|
||||
_backbufferPublicationPreservesExistingPixels = false;
|
||||
_backbufferClearPending = false;
|
||||
}
|
||||
lock (_textLock)
|
||||
{
|
||||
_surfaceResources.Clear();
|
||||
_retainedHistoryLayouts.Clear();
|
||||
_liveText.Clear();
|
||||
_retainedTextLayouts.Clear();
|
||||
_activeLiveText = null;
|
||||
_suspendedRetainedTextLayoutSlot = 0;
|
||||
_advText = "";
|
||||
_advTextX = 100;
|
||||
_advTextY = 47;
|
||||
_advTextForceComplete = false;
|
||||
_waitIndicators.Clear();
|
||||
_waitIndicatorBindings.Clear();
|
||||
_retainedWaitIndicators.Clear();
|
||||
_activeWaitLayout = 0;
|
||||
_waitIndicatorEnabled = false;
|
||||
}
|
||||
while (_gate.Wait(0)) { }
|
||||
_inputCallbackSignal.WaitOne(0);
|
||||
lock (_messageSkipLock)
|
||||
{
|
||||
_scriptMessageSkipActive = false;
|
||||
_physicalMessageSkipActive = false;
|
||||
_messageSkipActive = false;
|
||||
_queuedSkippedVoice = null;
|
||||
}
|
||||
lock (_scheduledVoiceLock) _scheduledVoice = null;
|
||||
System.Threading.Volatile.Write(ref _voiceBgmDuckControl, 0);
|
||||
_advPagePresentationSuspended = false;
|
||||
_modalMovieCancelled = false;
|
||||
_modalMovieWaiting = false;
|
||||
_foregroundGfx = null;
|
||||
lock (_screenTransitionLock)
|
||||
{
|
||||
_renderTargetSnapshots.Clear();
|
||||
_screenTransition = null;
|
||||
}
|
||||
IsWaiting = false;
|
||||
IsTransitionWaiting = false;
|
||||
IsSleeping = false;
|
||||
IsTextRevealing = false;
|
||||
System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, -1);
|
||||
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
|
||||
_main.CallDeferred("CancelScheduledSoundEffectStarts");
|
||||
_main.CallDeferred("ClearPage");
|
||||
_timeline?.State("scene-context-reset", new());
|
||||
}
|
||||
|
||||
// Main thread, once per rendered frame: releases a VM thread parked in Sleep or a presentation/input wait.
|
||||
public void PulseFrame()
|
||||
{
|
||||
(AudioPayload Audio, int PlaybackVariant)? due = null;
|
||||
lock (_scheduledVoiceLock)
|
||||
{
|
||||
if (_scheduledVoice is { } pending)
|
||||
{
|
||||
uint now = unchecked((uint)_clock.NowMs);
|
||||
if (!pending.StartMs.HasValue)
|
||||
_scheduledVoice = pending with { StartMs = now };
|
||||
else if (unchecked(now - pending.StartMs.Value) >= pending.DelayMs)
|
||||
{
|
||||
due = (pending.Audio, pending.PlaybackVariant);
|
||||
_scheduledVoice = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (due.HasValue)
|
||||
{
|
||||
_timeline?.Event("voice-scheduled-start", new()
|
||||
{
|
||||
["file"] = due.Value.Audio.Name, ["playback_variant"] = due.Value.PlaybackVariant,
|
||||
});
|
||||
DispatchVoice(due.Value.Audio, due.Value.PlaybackVariant);
|
||||
}
|
||||
_frameSignal.Set();
|
||||
}
|
||||
|
||||
// Native dispatch remains burst-fast between explicit presentation/sleep/input services even when
|
||||
// message Skip removes those services. Per-op frame pacing turns ordinary skipped setup/cleanup bursts
|
||||
// into multi-second invisible stalls.
|
||||
public void FrameYield() { }
|
||||
|
||||
// op 0xc8: block the VM background thread while the main-thread compositor keeps presenting retained state.
|
||||
// Time-based sibling of WaitForInput's suspend. The native op arms a non-blocking main-loop-polled timer;
|
||||
// blocking this throwaway task thread is behaviorally equivalent given our threading model. Operand is
|
||||
// MILLISECONDS (docs/engine-re.md sleep section + opcodes.toml 0xc8). Headless CLI hosts no-op it (parity).
|
||||
public double SleepScale = 1.0; // --sleep-scale <f>: debug multiplier for explicit op-0xc8 holds only
|
||||
// Wait on the unified FrameClock timebase (not Thread.Sleep) so the Speed multiplier scales
|
||||
// sleeps together with retained presentation clocks. Main._Process advances the clock + pulses each frame.
|
||||
internal static long NormalizeSleepMilliseconds(long duration, double scale)
|
||||
=> (long)System.Math.Clamp(duration * scale, 1, 60_000);
|
||||
|
||||
public void Sleep(long duration)
|
||||
{
|
||||
// Native sleep_timer_arm clamps the duration to at least 1 ms. In menu poll loops, sleep(0)
|
||||
// therefore yields to the next engine tick instead of becoming a free-running no-op.
|
||||
long ms = NormalizeSleepMilliseconds(duration, SleepScale);
|
||||
long deadline = _clock.NowMs + ms;
|
||||
_timeline?.State("sleep", new() { ["duration_ms"] = ms, ["deadline_ms"] = deadline });
|
||||
IsSleeping = true;
|
||||
bool scriptSuspended = SuspendScriptForPresentation();
|
||||
try
|
||||
{
|
||||
RequestSynchronizedPresentation();
|
||||
while (_clock.NowMs < deadline)
|
||||
{
|
||||
if (_stopping) break;
|
||||
_frameSignal.WaitOne(50);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
ResumeScriptAfterPresentation(scriptSuspended);
|
||||
}
|
||||
IsSleeping = false;
|
||||
_timeline?.State("running", new() { ["sleep_complete"] = true });
|
||||
}
|
||||
|
||||
public void WaitForTimedCallbackDeadline(long duration)
|
||||
{
|
||||
long ms = NormalizeSleepMilliseconds(duration, 1.0);
|
||||
long deadline = _clock.NowMs + ms;
|
||||
_timeline?.State("timed-callback-wait",
|
||||
new() { ["duration_ms"] = ms, ["deadline_ms"] = deadline });
|
||||
// Keep the script-side presentation barrier held. Native run-state 0x40 advances the timer
|
||||
// and message pump but suppresses ordinary retained rendering until the callback's explicit 0x222.
|
||||
while (_clock.NowMs < deadline && !_stopping)
|
||||
_frameSignal.WaitOne(50);
|
||||
_timeline?.State("running", new() { ["timed_callback_due"] = true });
|
||||
}
|
||||
|
||||
// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
|
||||
}
|
||||
|
||||
public readonly record struct LegacyScreenTransitionSnapshot(
|
||||
IReadOnlyList<RenderObject> Source, IReadOnlyList<RenderObject> Target, double Progress);
|
||||
|
||||
internal sealed class LegacyScreenTransition
|
||||
{
|
||||
public IReadOnlyList<RenderObject> Source { get; }
|
||||
public IReadOnlyList<RenderObject> Target { get; }
|
||||
public long StartMs { get; }
|
||||
public long DurationMs { get; }
|
||||
public bool Forced { get; set; }
|
||||
|
||||
public LegacyScreenTransition(IReadOnlyList<RenderObject> source, IReadOnlyList<RenderObject> target,
|
||||
long startMs, long durationMs)
|
||||
{
|
||||
Source = source;
|
||||
Target = target;
|
||||
StartMs = startMs;
|
||||
DurationMs = durationMs;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user