Extract VM presentation opcode handler

This commit is contained in:
gamer147
2026-08-02 23:59:21 -04:00
parent 803df2826f
commit 07010298bd
4 changed files with 58 additions and 20 deletions

View File

@@ -185,6 +185,8 @@ default-slot and geometry mutation, direct and range transforms, clone, and eras
ADV-binding, and presentation labels remain in their respective dispatcher groups.
`engine/Age.Engine/Vm/VirtualMachine.Animation.cs` owns retained spritesheet and color channels, timed and cyclic
transforms, per-object animation control, frame-time sampling, and the shared animation-clock opcode handler.
`engine/Age.Engine/Vm/VirtualMachine.Presentation.cs` owns queued surface-alpha transitions, frame and object-range
publication, skip-aware blocking fades/crossfades, foreground-transition waits, and graphics command-queue clear.
The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports

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@@ -655,6 +655,12 @@ do not mix mechanical moves with semantic changes.
existing positions and routes the separated groups through `StepAnimation`; presentation transitions and movie
masking remain outside the guarded handler. Runtime validation remains green.
The sixth bounded `VirtualMachine.Step` extraction moved queued surface-alpha transitions, frame and object-
range publication, skip-aware blocking fades/crossfades, foreground-transition waits, and graphics command-
queue clear into `engine/Age.Engine/Vm/VirtualMachine.Presentation.cs`. The top-level dispatcher retains all
labels and aliases at their existing positions and routes them through guarded `StepPresentation`; movie-mask
transition dispatch remains with the movie handler. Runtime validation remains green.
**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
each domain move.
@@ -1027,7 +1033,8 @@ layer's rendering diverges from ADV; save layout.
Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
domains isolated and the audio, movie, surface/texture, retained-object, and animation `VirtualMachine.Step`
families routed through domain handlers, extract retained presentation/transition dispatch next without replacing
the proven dispatcher or changing public types, commands, and generated output.
families routed through domain handlers, with retained presentation/transition dispatch now isolated as well,
extract the ADV text-layout/rendering opcode family next without replacing the proven dispatcher or changing
public types, commands, and generated output.
Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
not replace Phase B gameplay validation or the open cross-platform gates.